i^overing inTeraciive m iviuiiimeaia Enxeriainmani
COMPUTER
The # 7 Computer Gome Magazine
S3.95 USA $4.95 Canadian
II II II
o' ' 29074 12158 9 '
March 1994
Number 1 16
The Latest
From Vegas
A Report From CES
PLUS
Star Trek Judgme%tMfesi
Gabriel KniglMj I
Cyber Race
And More] ' / nn
Spear of Destiny brings virtuai reaiity to
the PC, huriing you into an intense battie
between good and evii in which oniy you
can save the worid! A breathtaking
musicai soundtrack sets the mood, white
amazing "first person" visuat perspec-
tive and spectacuiar digital stereo sound
effects give an experience like no other
game you’ve ever played!
e spectacular VGA virtual reality system
9 breathtaking musical soundtrack for
Adlib, Sound Blaster
s digitized stereo sound effects for
Sound Blaster, Sound Source
s over 20 complete floors to cover
e 4 levels of play difficuify
9 special extra challenges for advanced
game players
91 saves multiple games in process
Game by id Software. Published by FormGen Corporatioe, Box 279, North Aodouer, MA, USA, 01845-0279 (800)263-2390
Circle Reader Service #55
Fax: (416)057-4531
like no game
visual action, is
game making
of perspective and
evoking such
cal responses from
► BIAS! THE
ENDOSKEIETONS!
ESCAPE MOOD'S
HELICOPTER AHACK!
Distributed by UitraTech
To order see your local retailer, or coll 1-800-447-6543 (MC/VISA/AMEX).
T2-The Arcacfe Gome is available for IBAA/Tandy & 100% compatible PCs.
ENDOSKELETON and Dspiction of ENDOSKELETON ore Irodemotks of (orob Piclures Int. (U.S. ond Conodo); Carolco Inleinotionol N.V. (Alt Olfier Couniries) and used under Duthoiiiolion,
Sublicensed by Midway Monufactuiing Compony from Accloim Enlerloinment, Int. © 1991 MIdwoy Monufotluring Company. Disiribvied under license from Attloim Enlertainmeni, Int. by UllTaTech.
Circle Reader Service #62
COMPUTER
GAHillVG WORLD
Features
Kingmaker pg. 150
Star Trek pg. 42
DOOM pg. 38
w
, But uhat about uhat lias on tha
. other sida? People believe If you
'can control the black hole, you
can control the galaxy.
18
32
38
42
44
48
54
62
74
78
82
90
96
102
106
no
114
118
128
Hits And Misses
At The Winter Consumer Electronics Show
Sierra’s Gabriel Knight
A Knight in Shining Horror
by Charles Ardai
DOOM, DOOM, DOOM, DOOOOOM!
id Software’s Symphony Of Violence
by Bryan Walker
These Are The Voyages...
Interplay's Star Trek: Judgment Rites Seeks Out New Life
by Allen Greenberg
Book ’em, Daryl!
□aryl Gates And Sierra Hit The Streets In Police Quest: Open Season
by Dennis Owens
A Photon Finish
CyberDreams And Syd Mead Team Up in CyberRace
Games In Dolby Sound
A Pop Star Tunes His Talent To Computer Games
Archon Lives!
SSI Resurrects A Classic
by Terry Lee Coleman
An Heir In Your Favor
OOP's Strategy Game, Heir To The Throne
C.H.A.O.S. Under Control
Creative Multimedia Takes Sci-Fi To The Macs
Technicolor Yawn
Disney’s Coaster Throws Gamers For A Loop
T2 vs. Darth Vader
Two Chess Games With Licenses To Kill
Revolution Redux
The Yanks Are At It Again in Syndicate: American Revolt
by Jeff James
Merit’s Kronolog: The Nazi Paradox
Eco-Nazis Goosestepping In Garbage
by Charles Ardai
Flight Of The Crystalline Cow
Casady & Greene’s Crystal Crazy Milks Macs For All Their Worth
Terminate Or Be Terminated
Man vs. Machine In Bethesda’s Terminator: Rampage
Tips For The Genetically Challenged
Fighting & Fornicating Strategies For UnNatural Selection
by H.E. Dille
Aces Over The Amiga
Fighter Duel Pro From Jaeger Software
Kids & Computers
Software That’s Kid Tested, Parent Approved
CyberRace pg. 48
Prepare for Kombat on your PC!
Experience all the action
sensation!
FREE
Mortal Kombot ' Tut
in every box.
entertainment, inc.
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Mortal Komb ot is av ailable for the Amiga and IBM/Tandy & 100% compatibie PCs.
Mortal Kombot
D 1992 b'censed from Midway Moiwfocturing Compony. All rights reserved, Distributed under license from Atcloim Entertainment, Inc. by UftroTech (21 2) 941-1 224.
Q‘rc/e Reader Service #6 1
COIVIPUTER
EAIVIIIVIG WORLD
Publisher
Russell Sipe
Associate Publisher
Jonathan Lane
Editor-in-Chief
Johnny Wilson
Editor
Chris Lombardi
On-Line Editor
Alan Emrich
Managing Editor
Ken Brown
Technical Editor
Mike Weksler
Assistant Editors
Chuck Miller
Terry Coleman
Art Director
Susan Zurawik
Graphic Artist
Jack Rodrigues
Production Assistant
Christine Kloss
M.I.S. Manager
Gene Allen
Advertising Manager
Lee J. Uniacke
Advertising Sales Coordinator
Kathy Garcia
Contributing Editor
(Adventure Games)
Scorpia
Contributing Editor
(Wargames)
Evan Brooks
Coments are copyrighted by Ziff-Da\is Publishing Co..
1994.
Subscription Rale: The subscription rate is $27.94 for a
one year subscription ( 1 2 issues). Canada and all oilier
countries add $l 1.00 for postage. Airmail subscriptions
are $78.00 per year. Canadian GST registration number
is R 123669673. Payment must be inU.S. dollars made
by check or money order drawn upon a U.S. bank. Visa,
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Subscription Services: For subscription service
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toll free (800) 827-44.60 within the U.S. and Canada. All
other countries call (303) 447-9330 or fax to (303)
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Computer Gaming World: P.O. Box 57167, Boulder. CO
80322-7167.
Back Issues; For back issues (subject to availability),
S6.00 per issue (S8.00 outside the U.S.), send check,
money order or credit card information to Back Issues
Dept., Ziff-Davis Publishing Co., P.O. Box 53131,
Boulder, CO 80322-3131.
Psalms 9:1-2
CompuServe (76703,622)
America On-Line: CGW
Prodigy: EXPT40B
GEnie: CGW
Internet: 76703.622@compuservc.com
Telephone: (714) 283-3000
Fax: (714) 283-3444
For advertising information only, call:
Lee J. Uniacke
(714) 283-3000 x41
Printed in the U.S.A.
1 42 Bridge Over Troubled Bidders
Readysoft’s Positronic Bridge
Computer Wargaming World
150 Sneak Preview; Computer Kingmaker
Avalon Hill Gives You Your Day In Court
by Johnny L, Wilson
1 56 New Weapons In The Arsenal
Arsenal Publishing Prepares Its Landing On Wargaming Beaches
by M. Evan Brooks
160 Impressions’ Finest Hour?
WW2 Air Force Commander Comes In Under The Radar
by Bob Proctor
1 63 The General And The Joystick
Empire's Campaign li Blends Action And Strategic Command
by M. Evan Brooks
168 Able Was I Ere I Saw Elba
Napoleon Returns In Scenario Disks For Batties Of Napoleon
by Terry Lee Coleman
laL
Shou structure oF group
Campaign II pg.
163
Departments
10
Editorial (Do Gamers Grow Up?)
1 38 Best Of The Rest (Shareware)
14
READ.ME (The News That Fit)
1 48 CWW Editorial (CES From The
68
Company Report (Villa Crespo)
T reaches)
70
Scorpia’s View (Companions of
174 Taking A Peek
Xanth)
181 Hall of Fame
86
The Scorpion’s Tale (Sam & Max)
182 Top 100 Games
98
Over There (From Europe With
184 What’s Hot?
Love)
185 Patch File
122
Letters To The Editor
186 The Rumor Bag (Celticus
131
Advertisers’ Index
Leprechaunus)
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C'-EAFi'Y, solTlExHinG H^s hir: C0W,
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Y© U GOT A VILLAGE.
Fardis. Huts. KniCHTS. People to
BOSS AROUUD. AhD A COW.
LiFE is GOOD. But theii you get these viSiTORS.
They're Fat. They drooi.. burp, ahd s m e l l like ah
OUTHOUSE. They coilie in hordes, eatihc your 3D
T E XTU R E - m A P P E D HUTS, TREES, WOlTlEn, CHiLDREH, AHD
WORST OF ALI, , YOUR COW. YoU TRY TO TRASH THEITl
WiTH YOUR SWORD, BUT iT Ain’T EASY,
AHD THEiR GUTS GET ALL OVER YOU.
Life starts to suck. You've iret
"The Horde", itiy FRiEiiD. An ORicinAL gaire wiTH CD-quality lIve
ACT iOn ViDEO, DiCiTiZED IRLiSiC AHD DiSGUSTiUG EATIHG SOUnDS. AhD A
CAST OF ACTORS WHO CAFl ACTUALLY ACT; LiKE
KiRK Caireroh afid rtliCHAEL Gregory.
You BUiLD WALLS, IROATS, AHD DEATH
■ piTs. Add YOU hIre ah archer to help feud their off. AcAin the
o
Eura Horde attacks. You save the cow, but they eat your hut, your
C0Rn CROP, AHD THAT GIRL 11 EXT DOOR YOU HAD YOUR EYE On.
Dow LiFE REALLY SUCKS. AhD iT Ain’T ABOUT
TO GET AIIY EASiER. ThE EViL HORDLinCS
GROW BiGGER, FASTER, EVEH SfllARTER.
(Ano YOU haveh’t eveh iret the Evil Chahcellor yet.)
Dear reader, we pray you’re the sort who lea r ns
OuiCKLY. 'Cause thIs stuff's
CRYSTAL DYNAMICS"
HAPPEninG on 32 BiTS. EnjoY, rtiY frierd. Add good luck.
Circle Reader Service #44
IBM' PC
PC-CD
£> 3 DO
Do Gamers Grow Op?
Johnny L. Wilson
T he title is more than a rhetorical ques-
tion with disparaging overtones; it is
a serious question that reflects upon
the potential for the expansion and survival
of interactive entertainment. Many compa-
nies in the hardware, soitware and maga/.ine
fields are building their future on the assump-
tion that the gaming world is maturing. I'he
decisions made by thc.se companies will have
significant impact upon the number of titles
available on given platforms, the subject mat-
ter of these titles, and even the way in which
these titles will be distributed.
Hardware manufacturers are making re-
search and development expenditures based
on the assumption that maturing gamers will
demand greater performance. There is at least
one historical example to support this. When
Sega offered a l6-bit game cartridge that
outperformed the existing 8-bit machines,
the company began to overtake and has
quickly overtaken Nintendo in the video
game market. At the .same time, the average
age of the video game customer began to edge
slightly upward.
Sega customers regularly point out how
superior their machines are to Nintendo, and
how much more realistic their graphics arc
compared to even Super Nintendo graphics.
Obviously, for those of us who are concerned
about the impact of “realistic” violence and
bloodshed with no accountability for the
player’s actions, the increa.sed performance of
the machines is a two-edged sword. Noncthc-
le.ss, it is a reality that Mortal Kombat ^hyevs.
who own the Sega Genesis machine laugh at
Nintendo’s color palette solution (changing
the blood from red to wliitc and calling it spit
or .sweat) for the SNES version. The issue is
one of perceived maturity, even if the grounds
for the perception is somewhat specious.
Let me set forth a hypothesis based on this
limited anecdotal evidence. Younger gamers
are willing to suspend their disbelief at a lower
graphic, sound and performance level than
older gamers. The corollary to this hypothesis
would follow: the clo.ser the presentation of
graphics, .sound and movement are to reality,
the more the game should appeal to older
gamers. Like most generalities, this hypothe-
sis is not provable. We could claim that as the
images used in flight simulators became more
and more realistic, the target audience grew
older. Of course, we would be overlooking
the fact that time was passing as those of us
who play computer games grew older in gen-
eral and technology made po.ssible the leaps
in graphics and performance.
We could then try to shore up the hypothe-
sis with the realization that multimedia — that
muddy term for the electronic dissemination
of sound and pictures together — had barely
begun to scratch the surface in its distribution
of photo-realistic pictures and digitized video
until the pornographic Cl) market began to
take off. Suddenly, individuals who had al-
ways written off computer entertainment
products as “just for kids” are beginning to
pay attention as the products present images
that arc more and more “realistic.”
What does this mean to the gamer? First, it
means that a horde of people who never
thought about playing computer games may
decide to give them a try. Many are not
“gamers” and do not have the same precon-
ceptions of play that tho,se of us who “pio-
neered” the genre possess. More has to be
spelled out to these customers, and they arc
less willing to put up with tough puzzles and
archaic gaming conventions. They are more
interested in the chrome of pre.scntation and
less in the “guts” of the game.
Second, it means that the subject matter for
games will be broadened to cover the limits
of human interaction, just as it has in art,
comics, literature, film, radio and television.
As the subject matter of games touches upon
the areas where art imitates life and presents
such subjects with increasing realism, we can
expect the self-imposed moral policement of
this world — on both extremes of the political
spectrum — to protest that software publish-
ers are trying to corrupt our children. An
informative ratings .system will ameliorate
some of these concerns, but not ail.
indeed, this broadening of subject matter
also means that magazines which care about
the sensibilities of their readership will have
toLigher and tougher calls about what ads to
run and in what fashion. It will require the
proverbial wisdom of Solomon to decide be-
tween what is gratuitous and exploitative and
what is insightful and productive. Indeed,
Solomon himself appears to have had trouble
applying divine wisdom to his sexual life. We
arc facing the difficulty of divining between
the .sexploitivc and merely provocative, and
are working on a reasonable policy to sift
through ads and reviews in such a way that
we can serve all of our readers without pan-
dering to the oversensitive. Our sister Ziff-
Davis publications are undergoing something
of the same rethinking of their policies. Nei-
ther our readers nor our-advertisers will al-
ways agree with our reasoning or decisions,
but we are definitely aware of the issues and
working toward solutions that work for our
magazine.
'fhird, it means that there will be greater
overlap between the computers without key-
boards and the hot rod computer rigs chosen
by the majority of our readers. There will be
(light simulations where the interface care-
fully follows rules discovered in the cartridge
world in an attempt to bring the high-end
cartridge gamers (and sometimes the better
games) into the personal computer world, as
well as flight simulations where the high-end
characteristics arc streamlined down to the
consoles in a logical fashion, In this way, the
worlds of video game and computer enter-
tainment will come even closer together.
This convergence, however, will not be an
all-consuming merger between video games,
computer entertainment and cable TV. In-
stead, we will see a proliferation of imitation,
cro.s.s-promotion, technology-linking and
demographic crossover. In the long run, we
think this means a larger universe of gamers
and more variety in games and game styles.
In the short run, it may mean a string of big
“Me, too!” failures that do not meet the needs
of hard-core gamers. In spite of the concerns,
we at CGU^are bullish on computer enter-
tainment and feel that we are poised on the
brink of a revolution. Whether it takes a few
years or a decade to create the “new order,”
we’ll be here to cover the maturation of the
computer game market, cgw
Pti^c 10
Compuler Gaining Work!
BUY THE BEST OF '93*
And get the best of '91 & '92
*As Chosen by Computer Gaming World & PC Games
TRILOGY
WIZARDRY V, VI 6 VII
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with over 500 hours of engaging,replayable odventure, come to you with a savings of 25% off individual suggested retail prices.
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1991 Best Gome ef the Year
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1 991 Best Role-Ploying Game of the Yeor
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1991 Top Role-Plnying Gome, April 1991
Computer Gaming Worltl
The .EGA ! r;- ATaestrc ..
Breaking away from the Wizardry system of the past
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Circle Reader Service #7 12
THE WIZARDRY TRILOGY
Scenarios I, II & III
‘The best simulator
I've everseen!“
^ Rick Zalud, Computer \
G.ame Review
“Mak^he Term 'virtue!'
redundaiitlL
Dave Mosko'Mtzr^deo Games
and Computer Entertltinment
\ “Sets a totally new standard for
V helicopter simulations!''
Arnie Katz, Electronic Games
“Redefines the state-of-the-art in
computer simulation graphics!"
Computer Gaming World
From NovaLogic™, ihe creators
ofWOLFPACK™... '
COMANGij^^
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terrain. Can it be true? Absolutely!
Thanks to NovaLogic’s radical new
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which produces graphics 500 times more
detailedWian any of those tired old
polygon graphic games. You'll dive from
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canyons, and roar through pulse-pounding
combat i ■ '
Since Its release, WolfPack™ has set a new standard
for submarine simulations. Winner of Tilt Magazine's
Tilt D'Or award for best simulationjt has consistently
topped the best seller charts, earning raves from the
reviewing community:
"Wo/fPack can only be classified as a genre buster, one
of those rare games that sets a new standard for other
releases in the same field to live or die by."
Video Games & Computer Entertainment :
“The graphics for Wolf Pack are stunning. “ . ,
Wargamer
NowWolfPack is available on PC CD-ROM. The same
compelling game play of the floppy version allows you to
command either a V\/W2 submarine wolf pack orthe ^
surface fleet.
Historically accurate, your weapons and instruments are
precisely keyed to the war year that you choose to play.
A full construction set is included to allow you to
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The Latest News From The Gaming World
NTN Networks With New World
Interactive TV Leader Purchases Might, Magic & More
T he announced acquisition of New World Computing by NTN
Communications, Inc. (AMEX: NTN) invokes the spellbinding possibility
of an on-line multiplayer Might & Magic game over multiple communica-
tions networks. NTN is a leading company in multiplayer interactive entertain-
ment with its NTN Trivia, available on GEnie and INN, as well as in hotels and
lounges throughout the country, and Q_B1, the interactive television game of foot-
ball coaching strategy.
New World Computing is a natural
partner with NTN, considering that
two of its recent products, Spaceward
Ho! and Empire Deluxe, both allow for
multiplayer contests via networks. The
crown jewel in New Worlds tiara is, of
course, Might & Magic. The series as a
whole has sold more than one million
copies.
In spite of the potential synergy
cited by NTN President Pat Downs
and the obvious promise of such prod-
ucts in the future. New World
President Jon Van Caneghem says that
he doesn’t know whether the coopera-
tive efforts between the two business
units will happen in six months or six
years. “It will happen, though. Just
don’t let anybody think we’re planning
to program Might & Magic for bars and
hotels.”
Blockbuster Ties The Knot With Virgin
NTN acquired full interest in New
World for a stock swap of one million
of their common shares (value circa
$10/share), continuing a trend where
public companies involved in other
media have acquired software publish-
ers. In the last year, Sony purchased
Psygnosis; Viacom acquired ICOM
Simulations, transforming them into
Viacom New Media; the Tribune Co.
purchased Comptons New Media; and
Time Warner Interactive expanded by
purchasing Software Sorcery.
Neither NTN nor New World has
commented on the precise projects in
which the two units will act in concert,
but one New World insider suggested
that their Vegas Games line might be the
place to start because of its broad con-
sumer interest.
I n a continuing trend among large
companies buying or investing
in entertainment concerns,
Blockbuster Video has purchased
nearly 20% in Virgin Interactive
Entertainment in exchange for $30
million worth of Blockbuster stock.
The nation’s largest video store chain.
Blockbuster is interested in merging
with content providers before being
derailed by the “digital highway,”
where video and games may be avail-
able on demand.
A spokesman for the Fort
Lauderdale-based Blockbuster, Wally
Knief, said, “We want to have some
content to put on the information
superhighway,” according to a January
18 article in the L.A. Times. Knief
later denied this quote, but Times
reporter Dean Takahashi stood by it,
saying, “I can assure you he said that.
He even offered that Blockbuster
might use some of its 20,000 hours of
[Aaron] Spelling and Republic
Pictures programming for use as video
in Virgin games.”
This is the second recent invest-
ment announcement involving Virgin
(formerly known as Virgin Games),
which sold a 16.2% stake to toy titan
Hasbro Inc. last year for $25 million.
Intel Bans DOOM!
I n a company-wide memo issued in
December, Intel banned id
Software’s DOOM from their net-
works. The memo was issued after sev-
eral Intel subnets were rendered inoper-
able during lunch hour, as employees
raced to get in a game of multiplayer
DOOM DeathMatch. Intel’s decree is
one of several banishments to come
from large computer companies in the
wake of DOOMs long-awaited release.
Aside from issues of lost worker pro-
ductivity, DOOM creates other prob-
lems that have network administrators
pulling out their hair. As explained in
the Intel memo, Dooyn causes network
problems because of the way it trans-
mits the game information across a net-
work. Doom sends a high level broad-
cast packet that forces every computer
on a network to transfer the packet into
main memory and analy 2 e it before it is
discarded. Most network traffic is han-
dled such that packets that are not
needed by a machine are discarded by
the network card before they interrupt
the processor. With broadcast packets,
the “net” result is that each computer
on the network must process the
DOOM data — even if it is not running
the game. If several Doom games are
running at once, low end 386 worksta-
tions can bog down and network
servers can creep to a halt.
According to Jay Wilbur, CEO of id
Software, the 1.2 version of DOOM
will eliminate the use of broadcast
packets and enable the game to com-
municate machine to machine on a
network, eliminating the technical
problem. Version 1.2, which will
include a promised modem play fea-
ture, should be available as you read
this.
Page 14
Computer Camiiig World
Rocket Science Orbits New Concepts
G ather Hollywood special effects
wizards like Michael Backes
{Jurassic Park, Rising Siui), Ron
Cobb {Alien, The Last Starfighter,
Conan the Barbariari), Richard Cohen
( Terminator II, Total Recall, Star Trek
VI) and Mark Sullivan {RoboCop 2,
Hook, Death Becomes Hey). Then, com-
bine their expertise with that of veteran
game designers like Brian Moriarty
{Wishbringer, Trinity, Loo?n) and David
Fox {Rescue on Fractalus, Zak
McKracken and the Alien Mindbenders,
Cadillacs and Dinosaurs
and Indiana Jones and the Last Crusade),
as well as the technological expertise of
the former QuickTime team from
Apple Computer, Bruce Leak, Sean
Callahan, Peter Hoddie and Mark
Krueger. Stir in veteran executives from
SuperMac Technologies, former Vice
President of Marketing Steve Blank and
former Director of Software
Technology Peter Barrett. The resulting
mix is expected to be Rocket Science’s
recipe for success.
The mix is definitely expected to be
good news for gamers. As Vice-
President Peter Barrett explained to
CGW, “My first love is games. My sec-
ond is film. In this company, our goal is
to bring them both together.” He went
on to say that Rocket Science would
place an emphasis on imagery, environ-
ment, character, and story, but that the
games would all have a kinetic factor.
If such is the goal, the first three
announced products certainly fit the
bill. Loadstar is a project based on a sci-
ence fiction film that never reached
fruition. It is a machinery-intensive
SFX fest with detailed Ron Cobb
designs of vehicles known as
JumpTrucks, high speed rail vehicles
that literally launch via a “jump.”
Veteran matte painter Mark Sullivan
did the background pictured with this
article and game designer Brian
Moriarty designed the interactive seg-
ments. It is expected to be released on
Sega-CD in the fall of this year and on
MS-DOS based platforms in early ‘95.
Comic aficionados will love Cadillacs
and Dinosaurs. Based on the popular
comic book series, this game is retro-
’50s technology meets prehistoric mon-
sters. The big challenge for this game
was structuring the look of the game to
use the two-dimensional vernacular of
comic book arc, while allowing the
world to function with 3'D attributes.
It looks like Frank Cirocco created the
art, a former Marvel comic artist whose
work shows the influence of Wally
Wood, A1 Williamson and Frank
Frazetta. Again, the game will be
released on Sega-CD in the fall of this
year and should be on personal com-
puters by Spring ‘95.
The most unique game in the bunch
is called DarkRide. Currently planned
for the Sega-CD, this space roller coast-
er experience sports a bizarre design
that seems to mix Rube Goldberg and
M.C. Escher. Not only are the levels
expected to be wildly constructed, but
they will also occasionally load upside-
down or in a different place than the
gamer expects. The emphasis, unlike
most action and physical logic games, is
on playing rather than finishing. The
company calls the game “fun-physics”
and it sounds like it will be just that.
Whatever titles Rocket Science elects
to launch in the near future, it is clear
that this company isn’t going to be sat-
isfied with game design as usual. As the
accompanying chart (which shows the
momentum from both the traditional
interactive and passive entertainment
industries) indicates, much of the
action over the next five years will take
Loadstar
place in the central area between CD-
ROM and interactive cable. Rocket
Science has placed their emphasis in
just that arena. In addition, the compa-
ny’s technical wizards have developed a
technology called Game Science that
improves the way data is delivered from
the CD-ROM to the processor. The
team is expecting to overcome many
latency and data rate problems by the
time of their initial releases.
The Convergence of the
Game and Entertainment Industries
Game Industry
Interactive Play
Entertainment Indui
Passive Viewing
Fioppk
Production
Costs
j ^ $50 M
$10 M
$3 M
$1 M
$250,000
$100,000
Production Values / Realism
©1993 Rocket Science
Games, Inc.
March 1994
CGW To Present Games Of The Year At Disttal World
Will Feature First Acting Awards For Multimedia
On-Line Game of the Year: Simulation of the Year:
C omputer Gaming World maga-
zine, the world’s oldest comput-
er gaming publication, will pre-
sent its annual Game of the Year awards
at this year’s Digital World conference.
Digital World, the high-tech confer-
ence on convergence technologies, is
scheduled for June 6-8, 1994, at the
Los Angeles Convention Center. The
Computer Gaming World Games of the
Year award ceremony, expected to
showcase the inaugural presentation of
acting awards for the computer game
medium. Categories and nominees for
the acting awards will be announced in
a later READ. ME column, but
the nominees for Games of the
Year were announced at the
Winter Consumer Electronics
Show.
Action Game of the Year:
Doom (id Sol warc)
Prince of Persia //(Broderbund)
Privateer (Origin)
Rebel Assault (LucasArts)
Sbadowcaster (Origin)
Adventure Game of the Year:
Day of the Tentacle (LucasArts)
Gabriel Knight: Sins of the
Fathers (Sierra)
Myst (Broderbund)
Police Quest 4: Open Season
(Sierra)
Return to Zork (Activision)
Star Trek: Judgment Rites
(Interplay)
Empire Builder (MPGNet)
A'hdti-Player BattleTech (GEnic)
Shadow ofYserbius: Fates of J'wiuion
(INN)
3-D G^^^’dNN)
VGA Planets (Many BBS Hosts)
Role-Playing Game
of the Year:
Betrayal at Krondor (Dynamix)
Bloodnet (MicroProse)
Darkside of Keen (New World)
Dark Su)t (SSI)
Latids of Lore (Wesnvood/Virgin)
Aces Over Europe (Dynamix)
Flight Simulator 'Fool Kit (Domark)
IndyCar Racing (Papyrus/Virgin)
SEAL Team (Electronic Arts)
Tornado (Spectr u m - Hoi o Byte)
Sports Game of the Year:
APBA Baseball for Windoius 3. 1 (Miller
Associates)
Cactus League Pro Basketball (Cactus
League)
Coaches Challenge Football (MicroProse)
Front Page Sports Football Pro
(Dynamix)
NHLPA Hockey (Electronic Arts)
Strategy Game of the Year:
Chessmaster 4000 (Software
Toolworks)
Kasparov’s Gambit (Electronic
Arcs)
Master of Orion (MicroProse)
Merchant Prince (QQP)
Sid and Al’s Incredible Toons
(Dynamix)
SimCity 2000 (Maxis)
Wargame of the Year:
Clash of SteeC^Ei)
V For Victory: Gold, Juno, Sword
(Three-Sixty)
High Command (Three-Sixty)
Walls oj Rome (Mindcraft)
Warlords II {SSG)
Special Award for Innovation:
Aide de Camp (HPS
Simulations)
Ziff-Davis Announces “Interchange” For Digitai Highway
Games And More To Attract On-Line Tourists
Z iff Desktop Interactive has
announced a new on-line infor-
mation service. With the work-
ing title of Interchange, the service is
expected to offer on-line companion
magazines, electronic mail, special
interest/discussion groups, news access
and on-line games. The network is
expected to be significantly more visu-
ally-oriented, and the format shift is
from an on-line database full of text to
an on-line multimedia magazine with
multiple connections to new informa-
tion and activities.
Computer Gaming World will be a
part of this new venture, since games
will be a significant component of the
nascent network. 30,000 users will
kick off ZDIs 1994 test of Interchange
with a target of 200,000 users by the
end of 1995. Michael Kolowich, the
executive in charge of Ziff Desktop
Interactive, assures readers of the print
magazines that the new network will
not detract from the strength of the
current publications. He positioned
the network and existing publications
as companion media that will comple-
ment each other, cgw
Pa^ie 16
Compiitci' Gaminii World
American M4 Shermans. Tigers of the Third
Reich. These were the tanks that rocked
Europe from D-Day to the fall of Berlin in
World War II. The same armored juggernauts
that you’ll command in the explosive new
game Across the Rhine from MicroProse.
Jump into history’s most famous tanks and
experience the fierce combat and tough deci-
sions that gripped World War II tank
com-
manders. Take command of U.S. or German
forces. Control single tanks or entire Compa-
nies. And blast your way through enemy units
across the war-torn landscape of Europe.
Across the Rhine from MicroProse. And you
thought heavy metal started in the 70's.
Circle Reader Service #84
Coming Attractions in Computer Games
from the Winter Consumer Electronics Show
T reasure Island may have been the perfect place for the CGW staff to stay during the Winter
Consumer Electronics Show. We marveled at the replicas of “Age of Fighting Sail” vessels
maneuvering in a man-made lagoon with masts snapping, boarding actions and one ship
sinking. Yet, we couldn’t get over the feeling we’d seen this before. The gas jet sending flame into
the sky seemed remarkably like the volcano at the Mirage next door and the fireworks attending
the exploding armory seemed like a Disneyland stage production. We were impressed with the
ingenuity of the stage designer, but not drawn into the suspended disbelief that would have made
us feel like we had stepped back in time.
Photo !)>' Ken Brown
|M BDIAVJSIOM*
' V
Entertainment
Left to right:
System Shock (Origin),
Noctropolis (EA),
MediaVision booth.
Pacific Strike (Origin)
In a lot of ways, that is what we felt in
examining the new computer games at
WCES. Here are the brightest and best of
the upcoming spring releases, placed upon
a pedestal and forced to dance for the buy-
ers and the press, and we kept seeing the
same techniques and the same products.
Want to talk about Doom^ We saw several
products that attempted a Doom perspec-
tive, including Capstone’s Corridor 7,
Merit’s Isle of the Damned, Electronic Arts’
Escape From Monster Manor (3DO), Atari’s
Alien vs. Predator (Jaguar), and Origin’s
System Shock.
Want to talk about three-dimensional
graphics? 3D Studio, Softimage and other 3-
D graphics programs are being used for
everything from the realistic ships and
modules in Sierra’s Outpost, a science fic-
tion strategy game based on hard science, to
Roberta Williams’ massive Phantasmagoria,
a detailed three-dimensional environment
for her horrific adventure game. Such tech-
niques are used for modeling ships and
environments in Mission Studios’
Battlecruiser 3000 AD (an Interplay affili-
ate), an amaxingly complex space strategy
game where sophisticated AI meets both
the simulation fan and the tactician, and in
building the weird world for Merit’s
Hanester, sort of the Children of the Corn
visit Twin Peaks while Dr. Giggles is being
filmed on location-style horror game. In
addition, Origin used 3-D modeling for
the introduction to Ultima VIII: Pagan and
allows gamers to operate a 3-D synthetic
actor in their interactive, sci-fi movie, Bio
Forge. Software Toolworks used 3-D
Studio almost exclusively in modeling the
rich, fantasy world of characters for Dragon
Tales: Rage of the Dark Alliance. It is a first-
person perspective adventure in a fully-ren-
dered world. On the console side,
Electronic Arts’ Shock Wave interweaves
both 3-D action and digitized film footage.
Want to talk about digitized film?
Electronic Arts is artfully inserting digitized
Film footage into the film noir, graphic
novel look of its Noctropolis. The back-
ground art is stunning and the conceit for
imposing video atop painted backgrounds
is very strong (the hero dreams he has
entered the world of his favorite comic
book character). Access will use veteran
Hollywood talent and film footage in the
next Tex Murphy game. Under A Killing
Moon. Margot Kidder, Brian Keith and
Russell Means star in this interactive movie.
Crystal Dynamics will use Kirk Cameron
as one of their dominant on-screen actors
in the digitized video of The Horde’,
MediaVision has chosen relatively new tal-
ent in their interactive movies Critical Path
and Qtianturn Gate’, and Tsunami will put
a few lucky gamers into a revised Blue
Force.
In addition, many companies arc using
digitized footage in a multimedia format as
a tutorial. One of the best implementations
of this is Interplay’s Castles 2 CD-ROM.
The game’s producer culled film footage
from hundreds of hours of BBC documen-
taries about castles. Then, he placed the
intriguing and relevant footage on the
game’s CD as part of the introduction. The
CD also includes a full-blown tutorial game
that can be interrupted at any time.
Electronic Arts’ ESPN stx'tts of sports
games (3DO) will use digitized footage for
tutorials, as well. Finally, some action
games like Sony’s The Lawnmower Man
(released in Europe by The Sales Curve)
will feature some footage from the film, as
well as the Evolver video game from
Trimark Interactive. The latter, positioned
by the company as The Terminator meets
Child’s Play, was developed along with the
filming.
Want to talk about texture-mapping?
It’s here in a lot of places. Remember M-l
Tank Platoor?. Imagine if MicroProse was
to release that system with texture-mapped
World War II era tanks and scenarios.
That’s the idea with Across The Rhine, a
WWII tank platoon simulation that is sure
to excite historical gamers. MicroProse also
uses texture-mapping and Gouraud shading
in 1942: The Pacific Air War. allows
players to fly ten historical Japanese planes
and, in spite of the sophisticated graphics,
provides for head-to-head modem play.
Origin is building on their Strike
Commander technology with Pacific Strike,
a World War II version of Strike
Commander, and Wings of Glory: 1917-
1918. The latter allows would-be pilots to
look around the cockpit like Strike
Commander did, but there is much more
reason to look around in the WWI planes
of Wings of Glory than there was in the
long-range tactical combat of Strike
Commander. Finally, Dynamix is not sit-
ting idly by as its competition improves.
Aces of the Deep, the World War II U-boat
simulation, uses Gouraud shading to
enhance the target ships.
Want to talk about multi-player games?
New World Computing’s Zephyr, a futuris-
tic tank game where players are sponsored
by large manufacturing companies and
blast their way to the top, loolts like a well-
balanced and fascinating race/combat game
for network play. On a different level, SSI’s
March 1994
Pagel9
Dark Legions offers both modem and net-
work play for action-oriented strategy
gamers who like duking it out in fantasy
worlds.
Tek Warp (Technological Trends)
Sadly, there was very little new technolo-
gy on display in the computer gaming
arena. One piece of good news was the
unveiling of a virtual reality system for the
home from Advanced Gravis. Their new
headtracking unit is expected to sell for
around $700 retail, and a floating mouse
peripheral for $100 more. Both peripherals
should enhance the gaming experience for
those who want to experience virtual new
worlds. An Advanced Gravis spokesperson
suggested that the peripherals could be on-
sale as early as the fall of this year.
Another bit of good news was shown in
private. A dedicated developer showed
CGW a prototype for software-based, near
SVGA graphics. The demonstration was
exceptional, proving that an ordinary VGA
card with as little as 256K in memory could
display photo-realistic backgrounds and
allow animated sprites to move atop of
those backgrounds. In light of the recent
CGW editorial on companies that have
taken the computer gamer as early adopter
for granted, it was nice to see a company
develop an elegant software solution rather
than expect their customers to upgrade to a
higher hardware solution.
Another hopeful trend may be seen in
terms of software development. Gilman
Louie, Chairman of Spectrum HoloByte,
explained that one reason for closing the
AGA group (the graphic adventure team) at
MicroProse was because those tools did not
allow future designers to hook simulations
into the graphic adventures. Louie
explained, “I want everything we do from
now on to have the hooks built-in for
future expansion.”
Neil Johnston, director of Spectrum
HoloByte’s flight sim group, echoed his
chairman. He told CGW that the fourth
generation Falcon product would not arrive
all at once. Rather, it would be built as
modular advancements and enhancements.
He did pique our interest by assuring us
that the fourth generation Falcon product
would add militaiy vehicles which are not
aircraft to the Electi'onic Battlefield Series.
Sierra also plans to develop games with
hooks in mind. Designers and program-
mers have been assigned to make many
Sierra and Dynamix games “Network
Aware.” Eventually, this will mean a seam-
less communication between the stand-
alone games and the Imagination Network
where gamers will be able to play together.
Soon, it will mean that gamers will be able
to swap hints, save files and, possibly,
objects from the worlds of Sierra games.
In addition. Maxis continues to work
with Mallard on a utility where gamers will
be able to convert their SimCity Classic and
SimCity 20^70 save files into scenery files for
Microsoft Flight Simulator 5.0. The Maxis
vision of interconnected software goes fur-
ther, however, with Will Wright currently
working on a project where each building
within SimCity 2000 could be designed in
detail and integrated into the overall struc-
ture of the city.
Finally, AI is improving in several areas.
Mindcraft’s CyberGo moves beyond the
tree-branched logic and into expert system
technology and threshold logic in order to
set long-range strategic goals. In this way, it
not only assesses the board, but plays with a
particular style. Mission Products’
Battlecniiser 3000 AD uses neural network
technology to handle NPCs (whether
opponents or crew members). Perhaps, the
most impressive use of Al, however, is CPU
Bach, Sid Meier’s music composition pro-
gram from MicroProse. As described in the
Left to right:
Speed Racer and Racer X enjoy
a lighter moment,
CPU Bach (Microprose),
Yserbius (Imagination Network),
Ultima VIII: Pagan (Origin)
last CES report, the 3DO program is one
of the most unique uses of computing
power that we’ve ever seen.
Role Over Beethoven (CRPGs)
Probably one of the saddest sights over
the last couple of years has been the rapid
decline in computer role-playing games.
Phis year is no exception. Even Ultima
VIII: Pagan seems more like an
action/adventure than a CRPG. The
emphasis is on bigger on-screen characters
with more realistic animation in a smaller
game world (1/3 smaller than
Ultima VII). This seems to be
part of a design philosophy
which says that computer gamers
don’t want to play the big games
any longer.
One game that defies the
trend is Inherit The Earth from
New World Computing. This is
a CRPG where the player con-
trols “furries,” those humanoid
animals that are so popular
among the more esoteric comic
convention crowd. The fictional
set-up is that this is a post-holo-
caust world where the animals
have mutated into humanoids. It looks like
it will offer plenty of interesting new possi-
bilities.
Another interesting CRPG is
RnvenlofitStrahd's Possession from Strategic
Simulations, Inc. and DreamForge (for-
merly Event Horizon Software). In addi-
tion to covering the world of vampires, the
designers have tried to create a universe of
more interesting puzzles and ethical choices
than we have seen in recent days, 'fhe
graphic look is of a higher resolution Eye of
the Beholder. SSI is also continuing to sup-
port their AD&D license by publishing Al-
Qadim: The Genie's Curse. This is role-play-
ing in the world of the Arabian Nights.
Celtic Tales is a unique new approach
from Koei. The player is the leader of a
VR brings DOOM up clo.se and personal.
Computer Canting World
DrqsoBWars
Ten years in tlie inaLing, l)ul cav^ailalile for a vci*y limited time. Tlie Classic Collection
contains ten extraordinaiy DOS games from tlie ten most exciting and influential years
in computer game development from Interplay. And tliey’re all togetlicr— -on one
CD-ROM. I liese are tlie games tliat not only won respect, Init tlie attention and
accolades of computer game critics all over tlie world. | Tlie games tliat made liistory.
Tlie games no gamer slioidd lie witliout. j
Iiitc'iplay I’roiKictioiia, It
17922 I'iuii Aviimif
• liviiK', CA927J4
(7U) 553-Wi7i5
St.^r Trek ® & © 1993 Paramount Pictures. Star Trek is a registered trademark and' the U.S.S. Enceq'risc
Pictures, Ail risht.i reserved. The Plot of the Lord of the Rings, characters of the Hohhits, anJ the i)ther
Rings are'?,' George AUen&.Ui\\vin Pubi.shers Ltd. 1966 1974 1979 1981 : All otijier product and corpo
registered trademarks ot their respective owners. © 1993 interplay Prtxiuctions, ina. All rights rcsen-ed,
? isa trademark of Paramount
characters from The Lorti of tltt
itate names are trademarks, .iiid
small, nomadic tribe in the 1st century
B.C. The player must stake out territory,
build up armies and resources, and draw
from the magical artifacts and traditions of
the Druids. Koei is particularly proud of
their attempt to provide strong female char-
acters.
We are also looking forward to Empire’s
CyherSpace (based on the pen and paper
game from Iron Crown Enterprises) and
DreamWeb, a detective game set in a gritty,
grimy future that almost makes the streets
of George Alec Effinger’s Budayeen {When
Gravity Fails) or Ridley Scott’s Blade
Runner look tame. These aren’t the only
dark future games to come in 1994. Virgin
will be importing Beneath A Steel Sky, a
dark future CRPG that was discussed in an
earlier "Over There” as Virtual Theatre.
Comic book aficionados will enjoy the
graphic novel look of Beneath A Steel Sky.
One new player entered the CRPG
arena when CyberDreams announced that
they had signed E. Gary Gygax (co-creator
of the original Dungeons and Dragons pen
and paper game) to design a CRPG called
Hunters of Ralk. Of course, many of the
CRPGs expected during the last calendar
year have yet to ship: Bethesda’s Arena: The
Elder Scrolls, Interplay’s Stonekeep, and
Spectrum HoloByte’s StarTrek: The Next
Generation role-playing games.
Twitch And Flex (Action Games)
Bethesda’s long awaited Delta K is a
cross between the coin-op Sttin Runner and
the old Tunnels of Armageddon (with signif-
icantly better and faster graphics). In short,
it is a mad race across cyberspace where the
action is fast and the strategy is discovered
by the seat of your pants.
New World’s Zephyr is a multi-player
race for survival in the world of the mega-
corporations. Some of the design is based
on New World founder Jon van
Caneghem’s experiences in winning the
West Coast Formula Ford championship.
Just as Jon learned about corporate spon-
sorships, so must computer gamers or else
watch their tanks get blown up because of
their technological backwardness.
Another far future action romp will be
Mirage’s Rise of the Robots, to be distributed
in the United States by Accolade. This
product is largely a horizontal scrolling
combat game, but features very impressive
3-D models of the robots which the player
must defeat.
Inferno, from Ocean, is an action/adven-
ture that looks at first glance like a crude
hybrid between Wing Commander and Star
Control 2. There is a solar system with
seven planets and three moons, constructed
as texture-mapped terrain and digitized
photos, to be explored, and over 700 mis-
sions to challenge the gamer. Gamers can
also pilot ships that use three different
flight models as they listen to the twisted
beat of the British rockers. Alien Sexfiends.
We were also impressed with the lip-synch-
ing of the non-player characters whenever
they spoke directly to the player’s character.
Mallard Software, the company that is
almost synonymous with Microsoft Flight
Simulator zdiA-ons, is about to release a new
action/adventure which can probably best
be described as Outland (the Sean Connery
movie, not the comic strip) meets
Shadowcaster. G-Nome puts the gamer into
the DNA strand of a genetically engineered
cop who can alter his shape and outward
appearance at will.
As noted earlier, Atari’s Alien vs.
Predator, for the Atari Jaguar, has an inter-
esting approach to far future violence. Not
only can gamers play the space marine try-
ing to clear out the varmints, but the game
scrolls faster when the gamer is playing the
Alien trying to waste the space marine and
features a special near-psychadelic perspec-
tive when the gamer is using the Predator’s
special vision.
Left to right:
Ravenloft (SSI/DreamForge),
Brent Spiner at Spectrum HoloByte booth,
Al-Qadim (SSl/AD&D),
Klingon scrutinizes The Next Generation game
In the more traditional mode of action
games, Hi-Tech Expressions is nearing
release on Mortal Kombat, a direct transla-
tion of the cartridge game for PC owners
who haven’t shed enough blood with
Doom. The new twist for the computer ver-
sion is that it will feature an artificial intelli-
gence scheme that learns the gamer’s
favorite moves and counteracts them. Hi-
Tech Expressions is also releasing a conver-
sion of T2: The Arcade Game for the per-
sonal computer.
Psygnosis’ Microcosm, a futuristic roller-
coaster ride through the human body
which mixes digitized video and traditional
graphics, has been mentioned in earlier arti-
cles. It is almost finished and will soon be
found on interactive platforms everywhere.
2lst Century Entertainment
will reprise their Pinball Fanuuies
game, originally released on the
Amiga, for MS-DOS. A CD ver-
sion of the game is expected to
ship in late Spring. It will feature
a multimedia history of pinball as
part of the package. MidtiBall is
an upcoming pinball title which
will not only allow players to put
multiple balls in play, but will
feature a construction set. Pinball
2000 is aimed at the expert pin-
ball player and will feature
physics-based action.
Mallard’s Qiiackers is a new series of
action games. The first release in the series,
which is set to debut on the Macintosh, is
Fast Action Paq: The First Challenge. Most
interesting of the four games included {Flak
Attack, Bubble Trouble, Mole’s Qiiest zn<X
Boi) was Mole’s Qtiest. It offers a mixture of
spelunking and platform hopping that will
remind veteran gamers of Dig Dug with
better graphics.
Another strong Macintosh title is
AstroChase 3’D from Interplay. This zero-
G shoot-out is a high-tech version of all
those early shooters (like Asteroids) that
used to keep us hooked on the coin-op
One o/'Inferno's (Ocean) nicer denizens.
Page 22
Computer Gaming World
IN CYBi^iTRIKE,
ALL LSGINNini WILL BE
TREATED FAIRLY.
AND THEN DilTROYED .
Beaten all the boxed
games? Done the arcades to
death? Try CyberStrik^" the
wild new multi-player game
on CEnie where you hop into
a two-legged CyberPod and
battle it out against other
real live humans for control
of a virtual reality city. The
action’s fast and furious. But
even if you’re new In town,
you won't get blown to
Kingdom Come. Well, not
right away at least, tn fact,
CyberStrike is so easy to
learn, you might actually
live long enough to waste
someone else first. And best
of all, it only costs three
bucks an hour.* So strap
yourself inside a Pod and
come out shooting. You've
got nothing to lose. Except
your life.
GEnie.
mulH-player games
100% ORGANIC OPPONENTS
SIGN UP NOW: 1. Set your modem
for half duplex (local echo) at 300,
1200 or 2400 baud. 2. Dial toll free
]-800'638-8369. Upon connection,
enter HHH 3. At the U # = prompt,
enter JOINGENIE then press RETURN
4. At the key code prompt enter
AjC423 5. Hove a major credit
card or your checking occount
number ready. For more informa-
tion in the U.S. or Canada, call
1-800-638-9636.
•Here’s the fine print. CEnie multi-player games and support services are $3.00 an hour in non-primetime: G p.m. to 8 a.m. local time Mon.-Fri., all «
day Sat. and Sun. and selected holidays. There's also an S8.95 monthly subscription fee. Each month, you'll get credit for up to four hours of non- v a - sim 1 |Tn''^‘ni*"S
prime time usage. Any surcharges incurred apply to all hourly usage, including your first four hours. , , ; ,
Circle Reader Service #57
machines. The three-dimensional graphics
are nicely portrayed and the interface is
very intuitive.
Sim, Sim, Sim (Simulations)
Simulations provide one of the most
exciting genres in computer gamedom. Not
only do they offer the chance to pilot, drive
or command expensive vehicles, but the
genre as a whole tends to push the envelope
of technology as each simulation tries to
become more and more realistic. Processing
power is taxed to the limit in order to pro-
vide for detailed flight models, fast frame
rates and texture-mapped graphics. The
current emphasis seems to be on providing
the best graphics possible, given the trade-
offs in performance, and creating
modem/network versions of the same hot
experiences.
The Pacific theater of World War II is
the subject matter for several sims. Origin’s
Pacific Strike is a hybrid sim/story approach
a la Wing Commander or Strike
Commander. The original game features 37
missions and a mission disk is expected to
follow. MicroProse opts for the more tradi-
tional simulation in 1942: The Pacific Air
War. The game allows sim pilots to fly ten
historical planes and command either
Japanese or U.S. forces. SSI’s Great Naval
Battles II: Guadalcanal, 1942-43 is yet
another sim set in the Pacific Theatre. As
with the original GNB, gamers will be
allowed to command naval vessels from
either side in both strategic campaigns and
tactical battles.
Wings of Glory from Origin uses the
Strike Commander engine with tons of
chrome to depict WWI air combat. Rather
than a straight sim like Red Baron, Glory
includes the cinematic plot sequences we’ve
come to expect from the folks in Texas,
along with a random mission generator.
Ocean’s TFX features five million kilo-
meters of simulated action in such faraway
places as Somalia, India and Columbia.
Though playable in an arcade form, the
flight model for the advanced mode was
designed with the help of an aeronautics
professor. The story unfolds through
"Flashpoint” missions specific to each type
of plane. So, if you choose an FI 17C, you
will fly stealth missions instead of intercep-
tions, with over 200 missions included.
TFXWxW have synthesized voice even on the
floppy version.
MicroProse’s Across The Rhine bears
game play similarities to Ml Tank Platoon,
but has much more impressive texture-
mapped tanks and is designed around
WWII scenarios. Fleet Defender, also from
MicroProse, is an F-14 simulation in the
company’s tradition of fast-paced air com-
bat simulations. It has an impre,ssive array
of options allowing the player to customize
the sim.
Two simulations feature the giant com-
bat robots of Japanime fame. MechWarrior
II: The Clans is a well-conceived simulation
set in the BattleTech universe. Featuring
texture-mapped robots, modem and net-
work play, and the rich fiction behind the
familiar cosmos, Activision’s classy sim
takes readers into a far more chaotic uni-
verse than the static balkanization of the
original setting. Further, the emphasis is
more on the player as mercenary (killer?)
than soldier in this top-notch sequel.
MetalTech from Dynamtx will also fea-
ture modem support. When you go into a
battle, you negotiate the terms for victory
(fighting for weapons, funds) with the
other player. One unique feature is the free-
floating camera that follows each ‘mcch. In
addition to piloting your ‘mech, you can
pilot your camera and shoot your foe’s rov-
ing eye.
Aces of the Deep is the latest Dynamix
simulation. As noted in the last CES report,
the game is based on U-boat actions in the
Left to right:
Great Naval Battles II (SSI),
Looking for games that don't suck.
Wings Of Glory (Origin),
CDs are (virluallyf) everywhere at CES
Atlantic during WWII. It features seven
different U-boat models, a multitude of
warships and merchant ships to serve as vic-
tims/opponents and eight different enemy
aircraft.
NovaLogic was showing Armored Fist,
the tank simulation using Comanche
Maximum Overkill's voxel graphic technol-
ogy. In scenarios involving American- and
Soviet-made tanks, the player can com-
mand his contingent from a
Command vehicle or fight within
individual tanks.
One of the important news
items in the simulation genre was
the announcement from Looking
Glass Technologies (developers
of Ultima Underworld and
BioForge for Origin) that they
plan to release their first self-pub-
lished product. Tentatively enti-
tled Flight, this flight sim is
designed to be a photorealistic,
virtual playground employing a
true flight model. Particularly
impressive in this mid-’94 release
is the way the program accurately
reflects the response of the aircraft to
weather and turbulence on the wings and
shell of the plane combined with the pho-
torealistic representation of the entire game
world, including the flight instrumentation.
Join The Adventure
(Adventure Games)
1994 looks like it will feature a very
strong line-up in adventure games.
Topping the list for most of the CC7VV''stafF
was Electronic Arts’ Noctropolis. With
graphics a la vintage Ridley Scott and a
bizarre story that would please Orson
Welles, this game promises to be something
of a graphic feast — a computer game noir.
Of course, one can round up the usual
suspects in the graphic adventure genre.
Sierra plans to release a new King’s Qiicst,
Space Qtiest and Gabriel Ktiight in the next
Conquer the South Pacific with
1 942; The Pacific Air War (MicroProse).
Page 24
Computer Gaming World
uoinhuiiri
iBKZiiairo
Stop the graphically stunning combat at any time
to change your orders!
l2DJ>-ZliJ<3X
The sequel to the immensely popular BreacJi2^ Breach 3 puts you in
command as Squad Leader of the%dlSM|tojyd^SgjrM^ \
have what it takes to Command
dangerous missions against destructive \
enemy forces?
j All new features in Breach 3 include a unique combination
— - of turn-based and real-time play; individual personalities
lh|||||||||||^^or each marine; stunning 256 -coIot VGA gr.aphics; .
j^^^^^^^^^tree-structured campaigns containing up to 511
scenarios; support for all major sound cards;
and modular terrain,
’ — ^ ^ objects and opponents.
m The fate of the
\ Federated Worlds
1
r 1
tB 1 i
1 1
1
j
0 '
6 J ^
1
Li ^
i “
j
\
Choose from exciting missions or use the
scenario builder to create your own!
■wr
r^OMMI-mEND
. Watch marines carry out your ordersjaccordlng
to their own unique personalities! |
1 ' ' V jP ISTtRlOCKlNGOAUfSVSIEM'
Commmed to Excellence in Strat^y Entertaini^enx' ^
Impressions Software. Inc. 222 Third Street. Suite 0234. Oxbridge MA 021 42*^ ^ Screen^ob
Crde Reader Service #63
year. LucasArts will not only launch their
Sam & Max Hit The Road CD, but have
assigned their third co-designer to The Dig
(based on a Steven Spielberg “Amazing
Stories” script). As noted earlier, Access will
release another Tex Murphy adventure this
Spring. And Tsunami is in production on
Protostar 11 und Rmgivorld II.
Interplay just released StarTrek:
Judgtnent Rites will follow-up with Star
Fleet Academy. If this game is anywhere
near as impressive as the cinematic opening,
Star Fleet Academy is going to have plenty
of new cadets. Also, the company’s I-
Motion joint venture with France’s
Infogrames will sport Call of Cthulhu:
Shadow of the Comet, set in the familiar
Lovecraftian environs of the Chaosium
people-and-paper game, and Alone in the
Dark 2, the .5-D adventure game that fol-
lows in the footsteps of the innovative orig-
inal, but with more game play.
Legend continues to spice up its graphic
adventure product mix. This time, the
company is using a familiar design talent in
a not-so flimillar way. Steve Meretzky, the
game author that no one can rake seriously,
is developing a daffy adventure/ role-playing
game called Superheroes of Hoboken.
Dragonsphere is the last graphic adven-
ture from MicroProse. The design team has
tried to develop a realistic conversational
system. Said system is constructed so that
depending on your interaction, there are
several different endgames. The AGA
engine may well be sold to another compa-
ny in the near future, however; so solid per-
formance on this title could well impact
future products from other quarters.
Bio Forge is the first in a line of interac-
tive movies from Origin. As noted earlier,
gamers control a synthetic actor in sophisti-
cated .S-D environs. The cinematic feel is
developed through the extensive use of
multipie camera angles.
Wrath of the Gods, from new Maxis affil-
iate Luminaria, is a CD-only adventure
game (available for Macintosh and
Windows) set in the context of ancient
Greek mythology. Fans of Ray
Harryhausen SFX films will feel right at
home, but those who know the Greek
myths best are likely to fare better chan
casual Sinbad fans.
Left lo right:
Eleventh Hour (Virgin),
Bioforgo (Origin),
Dragonsphere (MicruBrose),
CCW Editors late for an appointment
original Gigeresque graphic adventure, and
confirmed that the Harlan Ellison project I
Have No Mouth And I Must Scream is still
in the works.
This Means War (Wargames)
In addition to those wargames covered
in this month’s ClT^editorial, we were
happy to sec several others in development.
Westwood’s Command and Conquer is
one of tho.se strategy/wargames that is hard
to categorize. This follow-up to Dune II
moves out of the sand and onto a variety of
terrain types as part of this exciting real-
time wargame.
Speaking of sequels, Koei hopes that the
third time is the charm for Romance oj the
Three Kmgdoms III: Dragon of Destiny, fea-
tiiring six new leaders and the option to
play with up to eight would-be conquerors.
VGA graphics appear for the first time in a
Koei game, and highlight the 3-D naval
attacks. As with all Koei games, the player
must not only be a great military leader,
but has to deal with disease, disaster, unrest
at home and all of the usual details with
which the ancients had to cope. Al.so in the
works is Genghis Khan IT. Clan of the Gray
Wolf where gamers vicariously become the
great mongol chieftain, or any of 1 1 other
world leaders. Samurai, knights, light caval-
ry and even elephants provide a variety of
tacticiil options in a game with even more
military emphasis than the original.
Mallard and Red Sword Software have
Warpaint in the wings, a space war simula-
tion set in 2049. The concept is that aliens
came to conquer Earth, but were surprised
and destroyed by SDI. Thirty years later,
the aliens have returned with new weapons
and tactics. Designed by Tim Jacobs of
Harpoon fame, the emphasis is on strategy
rather than just weapons platforms, and
features 3-D texture mapping with
Gouraud shading, rendered in 32-bit
SVGA. If successful, Mallard plans to
release add-on scenarios a ia Harpoon.
On the film scene. Paramount
Interactive plans to release Star Trek, Deep
Space Nine: The Hunt. The adventure is
based on the TV series and is expected to
allow gamers to play the role of a
Federation officer, Klingon, Ferengi or
Bajoran in this cinematic mystery title.
Both Macintosh and MS-DOS versions are
being developed for both floppy and CD-
ROM release.
Not all of the salespeople at CES were human.
Among smaller companies, Capstone
has acquired the rights to Steven Spielberg’s
upcoming Zorro film, but did not unveil
plans for story or interface at the show.
Readysoft has pinned its hopes on games
originally published in France. Arctic Baron
is an adventure/strategy game set in a futur-
istic ice age where everyone travels by train,
and coal is more valuable than gold. The
player’s goal is, of course, to thaw out the
world by chilling the bad guys. Robinson’s
Requiem is another French import from
Readysoft where the player takes on the
character of a hotshot FBI agent sent on a
suicide mission. This is a heavily puzzle-ori-
ented adventure game on IBM, Macintosh,
Amiga and Atari ST.
CyberDreams emphasized their just-
released CyberRace product at the show, but
unveiled Darkseed II, the sequel to their
Page 26
Computer Gaming WorUi
Real Ordinary
There's more to games than a mouth that sort
of moves or tinny sound. Now there's a new way to
play PC games that's just like sitting in a theater
controlling the action with your joystick.
It's ReelMagicj" the new MPEG playback adapter.
Available only from Sigma Designs. This incredible
add-in board brings the next generation of CD-ROM
games to your PC
bigger than life.
Sayadiosto wimpy
graphics. Herky-jerky
movement. Bogus sound.
S. 32,768 COLORS Wtiy settlB for a mere
olors, offered by current PC games, wlien
lagic gives you theater-quality graphics
iver 32,000?
BRUNTS VS. CD-QUALITY AUDIO Get 16-bit
)D-quality sound that plays Sound Blaster"
ind Windows" compatible software. The 8-bit
ludio you're used to just doesn't compare.
5 FPS VS. 30 FPS ReelMagic-compatible
games run at 30 frames-per-second,
TRUE full-motion, so you avoid jerky,
blocky images.
1/4 VS. FULL SCREEN Now you
can get tfieater-quality video in a
full-screen image for a realistic,
movie-like experience.
And phony scenarios. ReelMagic pumps up the reality meter so you
can crank up the fantasy.
We've also included Activision's Return to Zork so you can
experience the excitement of full motion video now.
It's not real unless it's ReelMagic. Call 1-800-845-8086 ext. 324 for a
dealer demo near you. Or you can stick with real ordinary. Oh joy!
Discover /he nnu fri-neration ofRcclMagk^atna from these miinufiiclureTS, Midlook for more exeiling lilies coming soon.
AdiVisioN
^ SIERRA
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entertainment
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Circle Reader Service #1 10
Software Sorcery was bewitching CES
attendees with Ae^s: Guardian of the Fleet.
The game emphasizes both the tremendous
defense capacity of this technological mar-
vel and its flagship task force capabilities as
well. According to the scenario, gamers may
deploy helicopters, carriers, cruise missiles,
or even land-based air. Moving up in difFi-
culty level offers limited views of the
enemy, and advanced AI which responds to
every maneuver. The electronic counter-
measures have a good feel to them, and the
random mission selections add a great deal
to the replayability to the CD-based prod-
uct.
One of the big surprises at the show was
a CD-ROM on SEGA from Extreme called
Third World War. Solitaire only, it lets the
gamer serve as the ruler of a country vying
for global domination. Every country has
specific enhanced capabilities: Japan is
strong economically, Israel is tough militar-
ily, Libya can crank out terrorists. Unlike
most “game machine” products, the game
is serious in its treatments of chemical and
nuclear warfare, which cause you political
problems, bring embargoes against you,
and can even plunge the world into a
nuclear holocaust. Even in conventional
warfare, any buildings you destroy have to
be rebuilt when you conquer other coun-
tries. Shore bombardment, mobilization,
165 different weapons, riots, spy satellites,
treaty negotiations, and even the stock mar-
ket must be balanced to achieve victory in
this richly detailed game.
Would-be economic giants can build
their empires on a galactic scale with
Mechamander from Mindcraft. In the far
future. Earth’s resources have been deplet-
ed, and the cosmos must be exploited.
Players oversee mining expeditions and mil-
itary actions versus their competitors, in a
cross between M.V.L.E. and Starship
Troopers.
It s A Winner
Battlecruiser 3000 AD (Mission
Products) looks like one of the richest strat-
egy games we’ve seen in a while. Originally
designed for Three-Sixty Pacific, this com-
bination space conquest strategy/flight sim-
ulator/role-playing game was abandoned by
its first publisher because the two
year project was turning into a
four year project. Now, designer
Derek Smart has teamed up with
veterans from Velocity Software
to produce a huge product.
According to Smart, there will be
5 MB worth of data on the game
universe to explore. Gamers can
play for hours, just exploring.
They never have to trigger the
game’s plot if they don’t want to
do so. Casual gamers may be put
off by the game’s detail level, but
the good news is that nearly
everything in the game (except
piloting the craft during the
flight simulation portion of the game) is
menu-driven.
The strategic game is based upon a cos-
mic “domino theory” where the Gamulans
are taking over the galaxy planet by planet.
One of the best aspects of the game is its
treatment of AI. All communiques in the
game are parsed and filtered through the
neural-networkcd AI database. This means
that the computer-controlled races learn as
gamers interact with the universe. In addi-
tion, Smart has applied his experiments in
AI to the crew AI. The crew members
improve or devolve according to the
gamer’s performance as captain.
Throwing A Curve? (Sports)
Two of the most exciting sports games
are built upon interface and design technol-
ogy that has already proven successful.
Dynamix has a baseball game cut from the
same cloth as their Front Page Sports
Football Pro, and Strategic Simulations,
Left (o right:
D-Day (Impressions),
Aces Of The Deep (Dynamix),
Front Page Sports Baseball (Dynamix),
3DO was heavily into sports
Inc. has recruited Don McFadden’s
Strategy First crew to create a new hockey
program with league utilities and interface
drawn from the Tony LaRussa Baseball II
experience. SSI is keeping the latter under
wraps until later this year, but Dynamix is
attempting to garner an MLBPA license for
its product. The game is expected to use a
physics-based, as opposed to stat-based,
model, but lest stat fans be disappointed,
will feature 530 statistical categories.
Naturally, it will feature the functionality
of the football game, but the interface will
feature windowing and pull-down menus
that should make the game more friendly
than its predecessor. Gamer-defined aimera
views will play a major role in the product.
Unnecessary Roughness was being shown
by Accolade, even though it had shipped
just prior to the show (see this issue’s
“Taking A Peek”). Also, Accolade publi-
cized, but did not demonstrate two other
personal computer titles: Barkley: Shut Up
and Jam! (streetball-scyie basketball) and
Brett Hull Hockey.
Meanwhile, game companies were
falling all over themselves to put out new
versions of best-selling sports games. John
Madderi Football was completely redone for
the 3DO format, and looked impressive
enough to entice even the most jaded of
sports gamers. Sony’s ownership of ESPN
gives them plenty of heat on the mound, as
ESPN Baseball for Sega gets ready to ship
by May, with the PC version arriving short-
ly thereaffer. ESPN Football, however, isn’t
scheduled to ship until the start of the NFL
season. With sound effects from Chris
Berman, this may be what Hardball III
wasn’t, especially since it is being developed
as a CD-ROM only title. None of the
games we viewed were guaranteed modem-
capable, something of a surprise given the
"connectivity" buzz at the show.
New golf products continue to appear,
including some interesting products on
unexpected formats. Panasonic’s True Golf
Classics: Pebble Beach Golf Links for 3DO
features CD-sound and full-motion video.
Jim Rose and Keith Zabalaoui show off Avalon Hill's
upcoming computer game lineup.
Page 28
Computer Gaming World
From Those
Wonderful Folks
,Who Gave You
Gridlock, BlaciHHits
and Runaway Taxe^
Comes Raw Sewage,
Yellow Journalism
and the Subway
at3ajn.
Evidently, Panasonic is going toe-to-toe
(tee-to-tee?) with Links 386 (Access), who
just released its own Pebble Beach add-on,
Virgin is entering the fairway fray, as well,
with a new conversion of Links for the
Sega. Also, a new company called
IntelUmedia is launching an entire line of
sports instructional programs, led by ESPN
Golf: Lower Your Score With Tom Kite,
where the format offered by 3DO allows
much more interaction than a mere VCR-
based system.
In addition to the console games, the
Newton has two products for sports fans.
Fingertip For Golf from Fingertip
Technologies uses the Newton’s portability
to call up stroke information and course
layout, as well as to tabulate wagers. The
company also plans to have Stats, developed
with Stats Inc., ready for baseball fanatics
to help develop their own play-by-play
commentary, by the opening of the Major
League Baseball season.
Dark Legions by SSI offers strategy with a fantasy twist.
System), the game plugs into Rules of
Engagement II for boarding actions. New
World Computing has also entered the
sequel race with Heroes of Might & Magic.
Actually, the strategy game is basically
King’s Bounty //with much bigger character
sprites and nicer graphics.
QQP has built most of its reputation on
strategy games. In addition to the
Of course, the entertainment industry
has another tradition, and it was perfectly
demonstrated in the show at Treasure
Island. During one show, the ship sank and
the captain went down with his ship.
Unfortunately, there was a technical glitch
that caused the ship to stay submerged
longer than it normally did at the end of
the show. The actor playing the captain had
a snorkel with which to breathe, but stayed
underwater a good five or six minutes extra.
He stayed in character the whole time, fol-
lowing that age-old tenet of show business--
the show must go on.
That's the good news about this year's
CES. The show is going on. The special
effects are getting better, the subject matter
is expanding, and new publishers are
appearing all the time. That's what we love
about the world of computer games— some-
thing interesting is always going on. From
what we've seen, 1994 should be no excep-
tion. Who knows? We might even end up
with more substance than glitz, csw
Divide and Conquer
(Strategy Games)
Hybrid games and new innovations on
proven concepts pretty well summarizes
this year’s crop of strategy games. SSI’s
Dark Legions is a fantasy strategy
game that is really more like the
classic Stratego than a wargame.
Dark Legions offers an “over the
shoulders” view of the game
board for movement and spell-
casting with a switch to a top-
down view for arcade-style com-
bat. Action zooms in and out
when in combat mode to track
the player’s character. Games can
be configured to allow for play
sessions as short as 20 minutes or
as long as several hours. Modem
and network play are supported,
but only for two players.
Mindcraft’s Dominion is a fanta.sy/strat-
egy in a similar vein. The difference is that
Dominion takes more of a dynastic perspec-
tive than most strategy games. Each king
must use his ministers to preside over his
realm in both war and peacetime, and
short-term trade-offs can be costly in the
long run. We also know that the designer
of the game has worked very hard on the
routines for the artificial opponents.
Bullfrog’s Theme Park, to be published
by Electronic Arts, is a SimCity-sty\t game
with vibrant colors and child-like anima-
tion. The object of the game is to build up
an amusement park with the right balance
of attractions and vendors to increase atten-
dance and profits. Different tiles are placed
as in a Maxis game, but the graphic look is
quite different.
What Theme Park is to the amusement
park business. Impressions’ Detroit is to the
automobile manufacturing business.
Instead of placing tiles a la ShnCity, gamers
move about a graphic interface to schedule
research and development, assign assembly
workers, plan marketing campaigns, and
rake in the profits. The design team has
been listening, since it is ea.sy to get a report
from any section of the game at any point
in the game play.
With regard to sequels, another
Impressions game may disappoint the fans
of its predecessors. Breach 3 uses real-time
combat. The good news is that the game
supports a tree-based campaign and features
a mission builder utility. Also, in keeping
with Impressions’ IGS (Interlocking Game
Theme Park
Detroit (Impressions),
True Golf, Pebble Beach (3DO/Panasonic),
Breach 3 (Impressions)
wargames discussed earlier, the company is
expanding its line of abstract strategy
games. For example. Bridge Olympiad is a
simulated international competition that
could do for contract bridge what Solitaire's
Journey did for solitaire. In addition, Zig
Zagis a word puzzle game that plays some-
thing like the table game, Mastermind.
Finally, Origmno is a very attractive puz-
zle/maze game. Each room has a different
motif which can be anything from ancient
Egypt or China to Alice in Wonderland. It
even has variety in the way gamers can
score themselves in puzzle-solving.
And now for something completely dif-
fetent, or maybe not. Puggsy is an interest-
ing Sega-CD game, a non-violent,
Lemmings-WVz title designed to appeal to a
broad audience. With high quality anima-
tion and a CD-quality soundtrack, Puggsy
offers very addictive game play over 50 lev-
els of mind-twisting puzzles.
And There’s More
Page 30
Computer Gaming World
ms i I li ma %
Now Entering SimCity 2000
Beneath the polished facade
lies a seething cauldron of
angry taxpayers, broken water
mains and other dial-
More SimCity flavor— less salt.
Tliedesalinizalinnplavt [lumps lengeS that Will take
fresh water into pipes you lay in
the nm underground Iml. you UptOWn, doWIl-
town, even underground. Now entering
SimCity 2000 — the ultimate city simulator.
This long-awaited
follow-up to our software land-
mark, SimCity® makes simulat-
ed real estate, in a word,
;/ 2000 comes
complete with a daily paper
that may have you wanting to
repeal the first amendment.
realer. In it, you get multiple
viewing angles. You get to
import your old SimCities. You
get to terraform your
landscape. You get
total control of a sub-
terranean web of water pipes and sub-
ways. And you get it all in gripping,
eye-imploding 3-D.
Take a byte out of crime.
Build SimPrisoiis — along
with SimHospitals, SimSchools
and other city SimSendccs.
So pack up those old programs and move to SimCity
2000. Everything that started the SimCity revolu-
tion. In a vivid new evolution.
The Ultimate City Simulator.
Available for IliM PC & coiiipalibies and Maciiilosh, © 1993 Sim-Hiisiticss, All riglils resurveti. SimCity 2000 is a traik-mark of Sim-Iiiisincss. Maxis and SimCity
are regisieml trademarks of Sim-lkisiiiess. l or prodiie! or ordering infomialion, ronlacl your local retailer or call I -8()0-:{3-M/WIS.
Circle Reader Service d75
Review
isrcr past.
'fhcrc are other actors featured, too, of- less
renown but no less ahilit}': Virginia Capers is
a piquant narratress, making each “You can’t
do that” delicious in her luxii-
rious N’wallins drawl; Lcilani
lones plays the exotic and dan-
gerous Malia Gedde to the hilt;
and Jim Ctimmings (leshes out
no fewer than seven characters
with his gravelly tones, most
memorably a no-nonsense desk
sergeant at Mark HamilFs po-
lice station.
Why focus so much attention
on the voice actors and their performances?
Because the strongest impression you come
away with after playing Gnhricl Knighton CD
is that it is an exceptionally well-performed
game. Not a well-written game, though it is
that, too, nor a well-designed or -packaged
game (though the package oi the CD edition
is certainly memorable), but a game that is
awfully well-performed. The actors don’t
merely throw their talents into the artistic
l^ot; they take control oi the game, com-
manding the player’s attention and adding a
whole new layer of texture and reality to the
game’s various ungodly goings-on.
'fhat the actors grab the spotlight may not
be fair to Jane Jensen, who wrote the game,
or to Robert Holmes, who composed its
score, or to any of the dozens of other artists
and behind-the-scenes toilers who brought
Gabriel Knight from conception to comple-
tion, But that’s the name o! the game: no one
remembers the screenwriter of Bride of
Frankenstein or the composer who worked on
The Shhiing. Everyone remembers the stars.
Gabriel Knight: Sins of the Fathers
G.ibfiH Sins of tiu' f .ilhi'fs
S()9.9S
IBM CD-W )M
:iR(> or bullet, -IMli RAM, VGA
gr.i|)lii[S, CD-ROM drive,
Wintlows Cl , mouse; sii|)|ii>rl',
Acitib, SountI Bl.islur, i'AS, Ml- iJ,
nnti Ci'ncf,il .MII3I sixmd t virtb
Siurf.i On-line
Ca.ifsURokl, CA
IdOO)
VOICE5
Sierra’s
by Charles Ardai
W atching computer games mature is
a little like watching a time-lapse
photography film ol a llower
blooming or the giant balloons being inHatcd
for the Macy’s Thanksgiving Day parade. It
feels like only yesterday that games with
spotty animation, minimal sound, no speech,
and brainless storylines were hubristically
calling themselves “interactive movies,” to
the amtisement and derision of players every-
where. No longer: today we have games like
Gabriel Knight: Sins of the Fathers.
Even in its floppy-disk incarnation, Gabriel
Knight contains audio and video that out-
shines any cartoon on television and a storj^
that could scare the bejeebers out of Stephen
King (assuming that after all these years he’s
got any bejeebers left). Add the improve-
ments the CD-ROM edition introduces and
yotfve got a steiTng example of the new
generation ofgames, one of the rare titles that
lives up to the promise of the overhyped tag
“multimedia.”
Gabriel Knight stars — yes, stars — Tim
Curiy; he's gor the title role and, 1 suspect,
more air time here than in all of his movies
put together. It co-stars such pop-culture lu-
minaries as Michael Dorn (Worl on Star
I'rek: 'The Next Generation) and Mark Hamili
(Luke Skywaiker from Star Wars) in bravura
turns as an ominous voodoo expert and an
excitable police officer, respectively. It even
finds r<K)m for a cameo by that smooth old
lizard, Id'ram Zimbalist, Jr., as a mystical
Paw 32
Computer Gaiiiiiii: World
Terror has been unleashed!
And now. . .tlie violence that plagues a distant
research colony threatens tlie planet Earth.
As British military agent Blake Stone you're i
thrust into deadly combat against the malevo- m
lence of a mad scientist and the insidious m .
mutant army under his command. Dr. m ^
Goldstern, driven by his insanity and bent . 9 ^
on the annihilation of mankind, won’t m ■!
rest until he rules die known universe. ^ J i
i
The forces of heroic good and villain- ’ ; '•
ous e\al collide in diis life-qr-death . . - /
struggle to control- Earth's future.
Sign up to fight as Agent Blake / «'
Stone. The fate of hmnanity is in . ■ f
your hands! ^
^°“nger Viewers
■j^epictions of Violence.
MUM effects
Call Toll Free
1-8 00-GAME 123'
For the cost of shipping and I • .-.I
handling, only S5.00, you'll
receive Episode One, The Star ”
Institute. Or download Episode One 1 1 - '
and pay no shipping and handling. * i
Cali the Software Creations BBS and ^
check out the FREE Apogee file section.
The BBS phone lines' are:
(508) 365-2359: 2400 BAUD ‘
(508) 36^7036: 9600-I4.4K
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Episodes two through six ore sold separately and can
CREATED BY
3-D texti^ mapping virtual
reality In 256 colors
son dozens of vicious
In combat
PUBLISHED BY
JAM PRODUCTIONS
P. O. BOX 496389-GARUj
Blake Stone: Allens of Gold requires an IBM or 100% compofible computer with B^OK RAM. a VGA graphics card, and a hard disk drived
Extended memory <XMS}, expanded memory (EMS), ioystick, mouse, AdLib, Sound Bloster or compatible cards ore optional. ' ' '
Trademarks belong to their respective owners.
O'rcle Reader Service 1130 . ~ ;
A001CGW
Gabriel Knight is the first
authentic all-star computer
game, and as such can afford
to showcase its performers as
its primary feature.
Is there a downside? Of
course; there is always a
downside. Here it’s that diere
is a /of of dialogue contained
in this game. Most interac-
tions contain a dozen, some
even two dozen, different
question-and-answer ex-
changes, any of which the
player can access more or less
at will. The result is that you
find yourself having much
longer conversations with
each character than are really
necessary, just to hear all the
different, well-performed
lines of dialogue. Further-
more, you don’t just click on
each topic once; you click on
each topic several times, since
a single topic will often con-
tain six or seven different bits
of dialogue and you never
know when the sixth thing a
character says in response to
Gabriel’s “What else do you
know about voodoo?” will
contain a vital clue to the
bloody ritual murders the
game wants him to solve. So
you keep clicking and clicking
and listening and listening.
And enjoying. So what’s the
problem? The problem is that
suspense and horror are gen-
res that depend on the relent-
less, unimpeded unfolding of
a story. Comedy is different:
the mood is not diffused
when you spend twenty min-
utes bantering with the bar-
flies in Freddy Pharkas. The
mood in Gabriel Knight, alas,
docs occasionally dissipate as
one plunges ever deeper into
discourses on the Old Coun-
try with Gabriel’s grand-
mother. The game always
recovers rapidly with yet an-
other murder or disappear-
ance or ambush or nightmare,
each guaranteed to quicken
the player’s pulse, but it has its
share ofvalleys as well as peaks.
One solution might have
been to have the topics that
are listed on the conversation
menus change color once the
player has exhausted all valu-
able information. Players
who are inclined to pursue a
conversation further just for
the joy of making Tim Curry
say what you tell him to
could do so, while tho.se who
want to keep the adrenalin
flowing could exit the scene
and get on with the ca.se. Per-
haps Sierra will include this
feature in Gabriel Knight 2,
which they tell me they are
already working on. For Vol-
ume One, players just have
to grin and hear it.
Why Is This Knight
Different From All
Other Knights?
Sierra entered into the
creation of Gabiiel Knight
with the intention of reviv-
ing what has been at best a
.sporadically vital genre of
computer games. There have
been plenty of monsters in
games, but there has been
precious little horror and
even less in the way of sus-
pense. The incomparable
Steve Meretzky pulled off
the latter in the nail-biting
climax of Planetfall, and
Dave Lebling drummed up
some of the former in The
Lurking Horror (both titles
from Infocom and both, no-
tably, text adventures), but
recently there haven’t been
many titles, let alone good
ones, to speak of. Alone In
The Dark, yes, but tiy to
name another!
Into this vacuum (some
might call it a “market
niche”) comes Jane Jen.scn,
hot off her triumph as co-
author of the best-selling
thougii somewhat vapid
King’s Quest VI. Her sweet
streak having been sated by
the adventures of Prince Pu-
bescent in the Ixind of Cute,
Jensen now unleashes her
sour, her acrid, her steamy,
and her vicious streaks all at
once. Any game that opens
with a woman being burned
Page 34
Computer Gaming World
They WERE DESPERATE,
DARING AND DEADLY!
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COMIVIAND U.S. or Japanese forces!
PILOT any of ten historically-accurate planes, each with its
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SWEAT over the comprehensive strategy for ail naval forces!
EXPERIENCE the thrill of head-to-head dogfights with a
friend via modem connection.
The relentless gunfire of
Japanese Zeros. Gravity-
twisting dive-bomb
attacks. Dropping
torpedo "fish" on unsuspecting carriers. There’s no room for error
when you’re a naval aviator in 1942, The Pacific Air War, the ultimate
simulation of air combat in the South Pacific.
Taking on the same challenges that World War !l fighter pilots faced,
your tour of duty includes some of the most heroic battles ever fought.
Battles that will have you chasing down Wildcats, Corsairs, and Zeros
in death-defying dogfights. Performing high-speed dives upon heavily
defended carriers. And pushing your skills to the limit as you master
WW II air combat in an innovative virtual cockpit.
The outcome of the war in the Pacific turns upon your actions.
Your task force is depending on you. And the skies are yours to
control in 1942, The Pacific Air War.
1993 MicroProse. ALL RIGHTS RESERVED.
For IBM-PC/Compatibles.
THE PACIFIC AIR WAR'
alive, blood sparccring a necroman-
ric talisman, and the main character
dreaming of being hanged in a
crashing lightning storm is as far
from Kings Qiiesi's Green Isles as
anyone could hope to get.
Gabriel, as the player knows
from reading the rather too artsy
but still gripping graphic novelette
chat comes with the game, is the
spawn of a Cursed Idousc. An an-
cestor hired to hunt down and cap-
ture a witch in the long hot
summer of 1693 found and bedded her in-
stead — then betrayed her to the bloodthirsty
mob. Gabriel’s family has been plagued with
troubled sleep, and worse, ever since.
Jump to the present: Gabriel is a rare book
dealer and low-end novelist in the French
Quarter of New Orleans, unaware of the
legacy he carries in his besmirched soul. 1 he
papers are full of stories about
a modern voodoo cult and the
hall-dozen murders it has car-
ried out. Under the pretense
of researching his next book,
Gabriel looks into the matter.
What he finds not only puts
him in mortal danger but
forces him to take on the an-
cestral mantle of the shatten-
jnger- — witch-hunter — at
great peril to his immortal
(and newly cleansed) soul.
Yes, it’s all a bit much, in the
way horror stories always are;
rather too much to take seri-
ously, in fact, and, sure enough, the horror
evaporates once you turn the monitor off.
What a spell it weaves, though, while it is on!
Each scene is painted realistically, so that the
game appears to be taking place in the real
world, yet the setting is sufficiently peculiar
all by itself that it raises the hackles on the
back of your neck. The music is seductive and
dark, ditto most of the voices, which seem to
rumble out of the pits of the actors’ abdo-
mens. Dorn’s Dr. John deserves to be singled
out: he is wonderfully throaty, only lapsing
once or twice into the harsher tones fans think
of as “Worf-speak.”
The murders are depicted with no shortage
of gore, one of several factors that may make
Gnbricl Knight a prime candidate to receive
one of the “intended for adults” ratings the
software industry is currently hot to impose
on its more explicit material. (A grouchy
chess player who keeps muttering “sono-
fabitch” to himself would probably be an-
other.) Yet what makes this game
unquestionably a piece of “adult” software is
not so much the occasional raw language or
image, but its tone and subject matter as a
whole.
Gabriel Knight throws the player convinc-
ingly into the world of satanism and live sacri-
fice, of seedy and lecherous New Orleans
(exemplified by Knight himself, who is never at
a loss for a leer ora muttered innuendo), and of
bending the rules till they just about break.
At various points, Gabriel impersonates a cop
and a priest, uses someone else’s credit card
to fly around the world, and (most question-
able of all) sics a street mime on an unsuspect-
ing victim. It’s all harmless enough for players
old enough to know what’s what, but a good
example for the younger set it ain’t.
The younger set would probably also run
into some trouble with the mechanics of the
game, which are only partially similar to those
in other Sierra games. The ftmiliar command
line is there in all its point-and-click gloiy,
but the game’s plotting and puzzles are much
more complex than usual. The game also
relies much more on conversation than is
typical for a Sierra game, and specifically on
noticing subtle clues in what people tell
Gabriel. This is not to .say that the game
doesn’t have its maze — of course it doe.s —
and its obligatory pseudo-action sequences,
but the emphasis is very much on character
interaction.
One consequence is that the characters
come to life in a way that no previous Sierra
characters have. You don’t know what King
Graham drinks with breakfast or what Roger
Wilco worries about when he turns out the
lights at night: with Gabriel, you know both,
and many other things beside. Gabriel has the
makings of a first-rate series character, albeit
a troubled and disturbing one. It will be
interesting to see ifSierra has the courage
to remain true to the character, follow-
ing him into whatever dens of depravity
his fate leads. If they do, they may have
on their hands a very adult work,
indeed.
Good Knight
One of many things that make
Gabriel Knight remarkable is that
it infuses the most mundane ad-
venture gaming taslcs — scouring
one’s inventory, for instance —
with vibrance and character. For
this general level of fun, the actors
deser\'e all the credit: they make
even lame gag lines palatable.
What takes the game past “palatable” and
even “fun” to “wholly engrossing,” on the
ocher hand, is a combination of good acting,
good plotting, and good scripting, plus art
and music effective enough to permit a real
suspension of disbelief. Looking back on the
game after you’ve finished it, it’s ea.sy to sec
chat, with all its faux-mythic huggermugger
and hysterical visions of evil, Gabriel Knight
is really a preposterous bit of silliness — but
then again, that’s also true of Fred
Astaire dancing on the ceiling, Ar-
nold blowing up buildings, Harri-
son Ford fending off Thuggees
with bis bullwhip, and Anthony
Hopkins slavering over his fava
beans. Like these bits of cinematic
history, but unlike most computer
games even today, Gabriel Kiight
is top-notch, Hollywood-quality
entertainment. If we are lucky, it
might be the start of a trend, cbw
Gabriel Knight contains
audio and video that
outshines any cartoon
on television and a story
that could scare the
bejeebers out of
Stephen King.
I’ti};e 36
CtiingtiWr Giiiitinfi Wtnid
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Review
DOOM h easy to install and configure, and
it can be up and running in minutes. The
screen size, graphics detail, sound, music, and
control options are easy to adjust, accoinnio-
dating a variety of systems and playing pref-
erences. DOOM can be controlled with a
keyboard, mouse, or joystick, with the ability
to custom-configure each controller to the
player’s taste. Difficulty levels can also be
adjusted, helping novice Space Marines have
fun without getting their faces
quickly chewed off.
DOOM
I’ve ever encountered in a PC game. Fully-
functional stairs, elevators, and moving plat-
forms are common, wirh many structures
containing two or more levels. The deadly
crushing ceiling traps and toxic rivers are
beautifully rendered, and are ready to snare a
reckless Marine. Shadows, strobe lights, fan-
tastic architecture, and the occasional view of
surreal lunarand infernal landscapes combine
to form a deliciously nightmarish experience.
The macabre imagination of veteran game
designer Sandy Petersen (who designed the
Call of Cthulhu role-playing game for
Cliaosium) is ver)' evident in DOOM's dev-
ilishly constructed levels and ceric theme,
giving the lavish graphics a brooding, sinister
flavor. The game’s first-person view is top-
notch, incorporating a variety of subtle im-
provements over id’s earlier titles. The
weaving and bobbing viewpoint that results
from running and jumping is a wonderful
touch that’s almost too natural to notice!
Owners of a Sound Blaster or compatible
sound card are going to love DOOA/s superb
digitized effects. The monsters growl, scream,
roar, squeal and hiss, while the stoic Marine
winces in pain and gasps for breath. Anx-
iously listening as the breathy snarling of
approaching creatures grows louder is not just
thrilling, but downright spooky! The aggres-
sive weapon sounds are equally realistic, ca-
pable of rattling tooth fillings if piped
through amplified speakers. The background
music is a good touch, going from fiist and
frantic to chilling, skillfully capturing the am-
biance of each scenario.
Something Under The Bed
Is Drooling
It won’t take long to encounter DOOM’s
eager monsters. As loathsome as the Nazis of
Wolfenstei}! 3-D were, DOOM's enemies are
positively despicable! From possessed ex-Ma-
rines to drooling denizens of Well itself,
gamers will find themselves being
chewed, clawed, scorched and shot. The
id Whistles
W irli Wolfenstein 3-D and Spear of
Destiny, id Software established
itself as king of the action-game
hill. 'Fhe outstanding graphics and first-per-
son 3-D environment of these games so con-
vincingly immersed players in their world
that some players were known to actually
duck and swerve in their seats, and to be
noticeably startled when
jumped by a lurking Nazi
guard. Since these oveiwhclm-
ing successes, id Software has
been working hard on their en-
core while eager gamers have
been whispering one word:
DOOM. It’s here, and it was
worth the wait.
DOOM casts the player as a
courageous Space Marine in-
vestigating trouble at a futuris-
tic research base. 'I'his
investigation quickly becomes a
desperate fight for survival, as vicious crea-
tures and dangerous traps threaten the player
at every 3-D turn. DOOM’s adventure un-
folds in three increasingly difficult episodes,
“Knee-Deep in the Dead,” “fi'he Shores of
Hell,” and “Inferno.” Each episode features a
different theme with several locales to ex-
plore, and each offers a remarkable variety of
scenery, monsters, weapons, and special items
to gather, all adding up to a wondcriully
involved and engaging game. DOOM also
repre.sents a huge technical improvement
over id’s earlier titles, giving the garners what
they asked for, and the industry a new bench-
mark.
TITLE: DOOM
PRICE: $40.00
SYSTEM; IBM
REQUIREMENTS; 3»(.DX or belief (4H(> recoin-
mcncloci), 4MD RAM, VGA
j^raphir.s, 17Mfi hnrtl disk
s|)>!ce; sup[)c;rls Sound BLiMor
.nul comp.ilible sound r .irds
PROTECTION: None
DESIGNERS: lohn Carmaek, Sandy Peiersen
lobn Romercj, Dave Taylor
PUBLISHER: id Software,
l-flOD-ID-CAMES
Satan’s Sensory
Symphony
doom’s first-person 3-D
graphics are simply dazzling.
The detailed textures of the
walls, ceilings, and floors, the
superb shading effects, and the
fluid animation provide the
most believable environment
Page 38
CompuJer Gaming W'orhl
eight different types of “normal” monsters
are very dangerous, possessing unique attacks,
intelligence, durability and voices. The clev-
erly-designed Spectres are particularly tough,
sporting an invisibility effect very similar to
that of the otherworldly antagonist of Preda-
tor. To make matters worse, each episode has
at least one fearsome super-beast that must be
dispatched to continue the adventure.
While the monsters are tough and plentiful,
they hate each other nearly as much as they
hate the player’s heroic Marines. Using this
enmity to advantage, a savvy player can cause
different species of angry creatures to inadver-
tently attack one another. When the sibling
rivalry turns nasty, the player can dash away
and watch the fracas from a safe distance.
With the huge end-level guardians often sur-
rounded by an escort of different monsters,
causing a family feud is often a winning strat-
egy!
With the bad guys enjoying numerical su-
periority, players will appreciate the handy
selection of potent weapons. The pistol with
which the player begins the g-amc won’t do
much, but pump shotguns, rapid-firing
multi-barrel machine guns, and powerful
rocket launchers can be found early in the
game. Diligent players can also unearth
plasma rifles and the Ultimate Weapon, the
BFG 9000. 'I'hose in dire straits can always
resort to fisticuffs, but finding a chainsaw
lying around can add new meaning to the
term “wet work.” While I found the shotgun
to be the most useful for “close encounters,”
many situations seem tailor-made for a par-
ticular weapon. During the numerous fire-
fights, veterans of id’s earlier games will notice
some nice new couches. Errant bullets realis-
tically ricochet off walls, while rounds hitting
their mark tear chunks of flesh from the
unfortunate target. A particularly amusing
feature is the ability to send a charging mon-
ster hurtling backwards with a close-range
blast from the shotgun. It’s also not uncom-
mon to see creatures tumbling off ledges
when breaching their last, reminiscent of a
Wild West shoot-out. Gamers who like their
computer combat brutal and
bloody will find DOOM serves
up an all-you-can-shoot buffet.
DOOM also has many useful
items scattered around to help
the player suivive, evade, resist
and escape, Extra ammunition,
healing kits, various types of ar-
mor, and high-capacity back-
packs are valuable finds. Certain
computer chips augment the
handy automatic mapping
function, revealing that level’s
complete floor plan, secret
doors, and hidden rooms. Vari-
ous mystical globes can give a
health-point supercharge, grant
partial invisibility, or even tem-
porary invulnerability. My per-
sonal favorite was the Berserket
Pack, which provides tremen-
dous hand-to-hand combat
ability as well as a health-point
boost. Astute players will also
find the toxic-waste barrels scat-
tered throughout the complex
make great bombs. When faced
with a room-full of snarling beasties, shooting
a barrel will cause the contents, and any
nearby monsters, to detonate in a gratuitous
display of destruction.
Hell, Hell, The Gang’s All Here!
Perhaps the most exciting feature of
DOOM is its multiplayer capability. Up to
four players can join in over an IPX-protocol
network, Version 1 .2 of DOOMalso provides
modem play at speeds of 9600 baud or faster.
Multiplayer games can be played coopera-
tively, or as cutthroat DcathMatches where
anything that breathes is fair game. Coopera-
tive sessions are a great deal of fun, and can
easily become rollicking all-night affiiirs.
Many gamers are going to have flashbacks of
the movie Aliens, as they and their fellow
Space Marines face the lurking terrors of
DOOM as a close-knit team.
On the other hand, the open-ended Death-
Matches may be the most intense gaming
experience available today. The ever-present
monsters are bad enough, but add some
twisted human opponents looking to use
chain saws on each other and there’s a seri-
ously antisocial situation in the making. Dur-
ing one particularly ugly DeachMatch, 1
became so fixated with stalking a human op-
ponent that an unseen Spectre was able to
sneak up and jump my hapless Marine from
behind. The resulting adrenaline surge,
mixed with the tremendous suspense of the
hunt, actually caused me to break my cher-
s rr~ ' ' .
... , ■ ... \
HSALTH .IrtSWS
ished Thrustmaster joystick! That’s how in-
tense multiplayer DOOM can get! There have
been reports of major corporations and even
other computer-game companies [and com-
puter game magazines -Ed] issuing memos spe-
cifically forbidding their employees from
playing DOOM on company time. Jay Wil-
bur, CEO of id Software, summed it up best:
“If you haven’t played multiplayer DOOM,
you haven’t played DOOM.'”
Misfires
With some companies releasing bug-filled
games that are little more than boxed beta-
copies, I’m pleased to say that I’ve encoun-
tered no technical problems with DOOM.
This is pretty remarkable considering the
crude network environment and variety of
machines it was reviewed on. The only com-
plaint I’ve heard more than once referred to
difficulties running DOOM under OS/2.
The only quibble I can muster regards the
ho-hum endgame. 7'he ultimate end-level
monster was too easy to kill, and the following
“attaboy” sequence was something of a let-
down. However, given DOOMs many
strengths, these minor complaints carry v’cry
little weight.
Locked, Cocked, and
Ready to Rock
DOOM is a virtuoso performance. Stun-
ning graphics, pulse-pounding sound, intense
gameplay, and multiplayer mayhem combine
to form what is probably the best action game
to date. Those squeamish about intense vio-
lence, dark undertones, and mangled joy-
sticks should probably look for more
pedestrian fare. However, hot-blooded play-
ers looking to have the time of their gaming
lives arc simply going to love DOOM.
(The author can he reached for fitrther com-
ment on America On-Line at Walkerdd, or
CompuServe at 73472,3 M3) cgw
March 1994
Pose 39
An ancient lietra
must Lc unveiled
Secret 1:
Y ou sLumlJe upon
a Latiered old Lool
and find yourself
transported to tke
island of Myst.
Now you liave no
otlier clioice tut to
explore. As you do,
it quickly tecomes
apparent tliat soine-
tliing lias gone wrong,
1 erritly wrong.
books concealed
on the island of Myst
lead tlie way to worlds
Lorn of a master
stoiydeller's imagina-
tion. Yet one Ly one,
tiiey're Leing destroyed
tlirougli tlie treacLeiy
of Ills sons.
But wliicL one?
I o order, see yow
local dealer or call
800/521-6263
and refer to code 3
Kysi ii i trademark of Cyan, Inc. All rigim reseevtd. Nadnuth and
QuickTirra’” ar< registered trademarks ol Apple Compoier. Inc,
MPC ii a registered iradeirark ol the Huliimedia PC Harketing Coiiticil.
© Copyright IW4, Btsderbund Software, Inc and Cyan, Inc
♦AvailalDle on
Macintosli CD-ROM
♦ 5 complete worlds
Umyyou can unLangle
tke weh of lies and
deceit tkat skrou ds tke
5 worlds of Myst. So
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and animation
Review
Possing Judgment
On n Pop Icon
Kirk, Spock, And The Star Trek Gang
Meet New Galactic Dangers
In Judgment Rites
by Allen Greenberg
F or Star Trek kins, 1991 was a signiPi-
canrycar. In thcycarwhich marked the
25th anniversary ot the sliow’s pre-
miere on network television, the casts of two
generations stood side by side with their crea-
tor, justifiably proud of the series’ ongoing
success, ft was a year of heartfelt farewells, as
Star Trek lost its creator, and the original
crew appeared in what was stated to be their
last feature film. Talk of future Star Trek
projects seemed ubiquitous, while cloomsay-
ing critics of The Next Generation earned a
spot on the galaxy’s list of endangered species.
For computer gamers who had not enjoyed a
good ride in the captain's chair of the Enter-
prise since the original Star Trek appeared on
mainframe computers some 20 years ago, it
was the year that the classic Trek characters
were finally given rcspcciahlc representation
in interactive entertainment. Interplay’s Sttir
Trek: 25th Anniversniy game was a collection
of episodes belonging to a season-that-never-
was from the original series. The episodes
were presented in standard, graphic adven-
ture format and were interspersed with outer-
space combat simulation.
In constrast, 1994 is overshadowed by em-
bittered Star Trek actors-turned-writers, and
the uncertain transition of Picard and Co.
from the small screen to the big screen. In
spite of this, computer gamers who enjoyed
Interplay’s version of the original series will
be pleased to learn that with Star Trek: Judg-
ment Riles, yet more adventures have been
rescued from the obscurit)’ of non-existence.
Once again, boldly returning to where no
man had gone before. Interplay embraces the
original series with all its quirks, cliches and
characteristics, endearing the game to those
who have followed the Star I'rek saga for over
25 years.
Judgment Rites is presented in the same
multi-episode format as the original 25th An-
;//w';wr)'gamc and expands upon many of its
features. While the ship-to-ship arcade exer-
cises remain, players arc no longer
forced to participate in them
against their will. Further, those
who do participate now have two
levels of difficulty from which to
choose. The individual adventures
are far more interesting, and sev-
eral minor characters from the
show have been given significantly
larger roles in the game. In the
background, a new alien race
judges the crew’s actions and waits
for the right moment to introduce
themselves.
Cling On Combat
It is somewhat easier to imagine Luke Sky-
walker as a participant in the battle sequences
rather than the command crew of the Enter-
prise. In combat, the large starship suddenly
becomes as agile as a small fighter in a zero-
gravity dogfight. These se-
quences may he quite challeng-
ing, but they may also seem
somewhat out of place here,
even to those who are normally
inclined towards arcade games.
Players who have been discour-
aged by their presence in the
past should note that Interplay
has since issued a patch pro-
gram which allows those se-
quences to be bypassed in the
25th Anniversary game. Even when players
choose to play the combat portions in Judg-
ment Rites x\\e.y will find these sequences to he
far less pivotal, and far le.ss abundant, chan
they were in 25th Anniversniy. Ironically,
those in search of additional combat need
only violate the game’s navigation chart in
order to he confronted by one of the galaxy’s
nastier species, apparently putting in over-
time as copy-protection police, fhe easier
level of combat is similar to that found in 25th
Anniversaiy. The more difficult level is indeed
quite hazardous for the casual space pilot.
At times, it seems that enemies arc able to
dance in effortless circles around the slow
moving Enterprise. However, even under the
most difficult circumstances, it is still possible
to win out by constantly maneuvering so that
no one shield is subjected to a steady batter-
ing. It is necessary to blast an enemy with a
dozen or more solid, uninterrupted hits in
order to send it running, During combat,
players are no longer restricted to a fonvard
point of view; there are now six views from
which to obser\’c the action. Also on the
bridge are the familiar damage display and
control functions, “bad-guy” radar, and
wide-screen view option. Unfortunatclv, aft
and lateral weaponr)' are still not available.
Players still have access to ship’s phasers and
photon torpedoes. Photon torpedoes arc slow
to reload, require the weapons officer to lead
the target bv a greater distance, and deliver a
Star Trek: Judgment Rites
TlTtt:
PRIC:C;
SYSTEM; IBM
REQUIREMENTS: 386-1 bMH/ or bwier, 2MB
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AdLib, Sound Blaslor,
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Rnl.tnd soiitid boards
PROTECTION; Dociitncni.ilion look up
PUBLISHER; Inlerpiny f’rodiK lions Inr,
Irvine, CA
(71-1) 553-6678
Pu^e 42
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more powerful blast. Phasers are weaker but
recharge more quickly and are easier to aim.
A very welcome addition to Judgment Rites is
the ability to u.se the ship’.s- computer to lock
either weapon on the enemy ship. While not
always succe.ssful, this device does allow the
player to imitate the cast membet of his or her
choice yelling, “Idiasers locked on target!”
To Explore Strange New Worlds
Of course, it’s not the weaponr)' that at-
tracts legions of Star Trek fanatics to the 23rd
centuiy; it’s the characters, their relationships
wicii each other, as well as with the unknown,
chat has made the series so popular. Judgment
i^/Vwincludes eight adventure episodes featur-
ing those characters, in which some unaccept-
able situation in the galaxy must be put to
rights. As in the first game, the player is
responsible for making all of the decisions for
Captain James T. Kirk. For the most part, it
is science ollicer Spock and chief medical
officer McCoy who stand ready to carry out
those decisions. However, Judgnent Rites al-
lows communications officer Uhura, naviga-
tor Chekov, and chief engineer Scott each to
have a turn at their Captain’s side. In general,
this collection of episodes is less uniform and
predictable than in the first game, and reflects
a greater degree of thought and creativity.
Each episode begins with a title and brief
creative credits, as the Enterptise makes its
opening fiy-by in the background. A message
from Starfiect Command follows, informing
Kirk of his next destination and the details of
his mission. “Federation” reunites Kirk with
the deranged villain thought destroyed in the
final battle of the 25th Anniversary game.
“Sentinel” is a iamiliar Star Trek plotline in
which Kirk must pull the plug on a computer
that has enslaved a race of primitives. “No
Man’s Land” is a charming stor)' that recalls
a “proto-Q” character, Trelane. This episode
feels classically Star Trek, as Kirk discovers a
village whose occupants believe they are living
in Germany during Earth’s first world war.
“Light and Darkness” is an interesting, yet
briefstory that mixes good, evil, biology, and
yet another computer on the fritz.
“Voids” maybe the most intriguing story of
the collection, and is the only one which takes
place on board the Enterprise. “Museum
Piece” is a hostage stoiv' that calls on Scotty’s
ability to tinker with outdated machinct)' as
much as it does Kirk’s diplomacy. “Though
This be Madness...” is probably the most
difficult exercise to complete, and is spread
out like a candy dish filled with Stai- Trek
goodies; Klingons, malfunctioning compuc-
ei's, insanity, compassion and violence. It also
leads into the final challenge,
“...Yet There is Method in it.” This
brings Kirk face to face with aliens
who have presumably been observ'-
ing his actions since the beginning
of the game. For the most part, it
is not a conventional puzzle-type
challenge and requires Kirk to en-
gage in a fair amount of debate
with the aliens as well as his follow-
ers, including a Klingon captain.
While the 25th Anniversajy led
up to a final, nerve-t;ixing battle in
space, Judgnent Rites cl i maxes with
an intimidating conversation with
the alien ob-servers. This is perhaps more ap-
propriate to a Star Trek adventure in that it
calls on Kirk to debate the Human/Vul-
can/Klingon condition in the fashion ncce,s-
sar)' before screen pyrotechnics made
impo.ssibly bright explosions an obligator)'
cinematic climax. While this heft}' dose of
philosophical exchange would probably have
pleased Gene Roddenberr)', there will doubt-
less remain a group of die-hard alien-killers
whose instincts will ciy out at the injustice of
a non-violent ending.
each of the main characters reflects
bis trademark posture; Kirk is
slightly tense, Spock coolly studies
his surroundings, while Dr.
McCoy is clearly annoyed at some-
thing. The Enterprise and the vari-
ous other space ships, both in and
out of battle, are rendered with a
great deal of care. 'I 'he results are
dramatic and very impressive.
There is also an abundance of
sound effects taken from the origi-
nal series, as is much of the pro-
gram’s wonderful musical score. From the
moment the program boots up. Star Trek
fans will feel right at home.
Fhe mechanics of the game are much like
the original. Kirk has the option to observe,
take, or manipulate an object. He may speak
with anyone, or instruct one of his compan-
ions to act. ’File player may also directly call
on the medical scanner or scientific tricorder,
provided Spock or McCoy are available to use
them. Fhcre are no disposable securit)' guards
in this game, and there are far fewer opportu-
nities for Kirk to die. Nonetheless, such op-
portunities do occur, so it is still a good idea
to save the game regularly. The game may be
played using only the keyboard, although a
jo)'stick or mouse is strongly recommended.
The program occupies 27 megabytes on hard
disk, plus additional space during the instal-
lation process. Installing the program can
take as long as two hours, but thankfully the
installer need not be present during the ma-
jority of this process.
judgnent Rites may easily slip by at warp
speed in the hands of an experienced adven-
ture game player, who may feel that the eight
episodes arc both too few and too brief. Oth-
ers may still wish for combat sequences that
are less awkward and allow for some degree
of strategy. Despite their complaints, it would
be a shame for Star Trek fanatics to miss out
on Judgment Rites; there has yet to be a better
opportLinitv to interactively experience the
23rd Centur)'. cgw
“Most Intriguing, Captain”
VkuAly, Judgnent Rites has been
nicely upgraded. There is a tremen-
dous amount of detail in each
scene, and nowhere more than on
the bridge of the Enterprise. It is a
pleasure, once again, to sec how we
imagined tabletop computers in
the ’60s. Away from the bridge.
Mciirh l<-m
Pane 43
Pliula <)>• Su5<:
Review
P olice Quest 4: OpeuSenson is noca pleas-
anc game, hut dien. Sierra On-Line’s
series has always been ambitious. Its
attempts to combine playability with the rc-
alit)'ofdetective work has always required the
PQ series to balance careKilly the drudgery,
boredom, cynicism, and horror of real homi-
cide investigation with the elements that go
into a successful game. Open Senson does suc-
ceed in that balance. However, it does so at
so many levels, that to consider the game
merely in terms ol its entertainment value
would be to miss its larger implications about
our society and its struggle against the drug
machine and violent crime in general.
First, though, the hict that the game re-
quires us to face those implications is an
indication of its strength as commentary.
Surely, when 'Fammy Dargan, the former
producer of “America’s Most Wanted,” the
Powers 'I'hat Be at Sierra On-Line, and Daiyl
F. Gates, the former Chief of Police in Los
Angeles, decided to create Ope>i Season, they
were not unaware of the game's potential
implications. 'Fheir decision to make the
game as realistic as po.ssible was, in effect, a
decision to portray urban realities and all of
their raw, tragic contradictions without com-
ment — and nothing is more political than the
truth. Indeed, when the player’s partner, Hal
Bottoms, complains bitterly that he’s a dia-
betic, on his third wile, who has “seen things
no man is supposed to,” the ability of truth
to destroy people’s lives is vivid, almost dis-
arming, and terrifying.
The fiction of the game is sinij^le; the player
portrays Detective John Carney, lead investi-
gator of the death of Detective Boh Hickman,
whose body is found mutilated, tortured, and
semi-nude behind a convenience store in
South Central Los Angeles. The player must
follow a watered-down version of police pro-
cedure CO solve the murder,
which includes the collec-
tion of evidence, question-
ing of witnesses and collat-
erals, filling out seemingly
endless amounts of paper-
work, tracking down leads
and contacts, schmoozing
with fellow officers, dump-
ing money into vending
machines, and much point-
ing and clicking — most of
which is covered in the abridged Los Angeles
Police Department manual included with the
game.
It i.s in this pointing and clicking, however,
that the game reveals its one weakness: the
limits of its genre. That a player unsure of
what to do next must move the mouse ail over
the screen and repeatedly, desperately, click
and point i.s a noticeable flaw in a game
designed to be so seamle.s.sly authentic. Often,
how much an astute detective/player notices
may depend on the resolution of his monitor
or the accuracy of his mouse. Especially in a
game as linear as Open Season, the incredible
power of the game is replaced by the frustrat-
ing reminder that graphic adventures, at
limes, are little more than glamorized text
games. It wouldn’t have been unreasonable,
it would seem, in a game that comes on 12
high-density disks, to include a feature that
would highlight the names of important
items when the pointer passed over them.
Ope)i Season repeatedly bludgeons us with
reality in much the same metaphorical way as
Detective Hickman must have been tortured
before his murder. For instance, at one point
Carney must discuss Hickman’s death with
Katherine Hickman, the slain detective’s
wife. Although he tries to console her, he
cannot mask the real reason he
has come: his job requires him
to. When be questions her
about Hickman’s drug abuse
and her husband’s increasing
inability to separate his work
from his personal life, Carney
is doing the same thing Hick-
man did; he’s failing to step
away from the job long
enough simply to be, to feel,
and to treat another human —
in this case, the stunned, griev-
ing widow of a longtime
friend — with simple, unob-
trusive compassion.
’['hat the game includes the
player in this intrusion, is, of
course, an astounding, overwhelming accom-
plishment. 'file player cares nothing about
Police Quest 4: Open Season
opm SEosani
TITLt: Police Quest 4; OpenSejson
PRICt; S69.95
SYSTEM; I8M
REQUIREMENTS; iaf>-2SMHz or beltiit. 4MB R.-VM.
VGA grajjhics. 22MB hard drive
space, mouse; supports
VVindows 3.1 ; supports all major
sound cards
DESIGNERS: Tammy D.nrgan. Daryl F. Gates
PUBLISHER; Sierra On-Line
I Coarsfgold, CA
(209) 603-4468
Po^e44
Computer Gaming Work!
ihis woman; she is simply a pare of a puzzle to
be solved in the ferreting out of the killer.
After forcing Katherine Hickman in tears
from the room, Carney thinks nothing of
casually grilling Valerie, their young daugh-
ter, or of searching a part of the house which
she mentions; the player probably won’t,
either. It’s not until the second visit to the
house that the player realizes there might have
been a more humane and ethical way to pro-
ceed.
Many games over the years have encour-
aged that lack of consideration for NPCs. The
tendency to slaughter all and take all in role-
playing games has been so pervasive that the
few games which punish such behavior could
be counted on one hand. But to run across
such selfishness in a game like this seems
incredibly damning — and heartrending —
because it’s true to life. We treat each other,
the game implies, in our attempts merely to
cope with the problems with which we are
faced, like NPCs.
In that irony lies but one of the many
strengths of Open Season. Its accuracy forces
the player to consider issues that lie far be-
yond the t)’pical scope of most computer
games. The dis'-inction between behavior in
game-play and behavior in real life, for in-
stance, calls to mind ihc ongoing debate over
the effect of televised violence on its viewers,
or of pornography on the attitudes of its
purchasers toward women — and may indi-
cate why so many more flmtasy role-playing
games exist than do those reflecting
real life situations. Fhc reality in the
game’s presentation of a confronta-
tion between Carney and a television
journalist, each of whom would argue
that lie was merely tr)'ing to do his best
to fulfill his duty to society, is complex
and fiiiriy drips with the frustration
inherent in the relationship between
the police — dedicated to preserving
justice through action and investiga-
tion, and the journalists — dedicated
to the same end through disclosure
and debate. Carney’s later inability to
explain to a storekeeper why the tele-
vised scene appeared as it did involves
many of the conflicting values of con-
cemporar}' society. Pew realistic depic-
tions of societal misperception could
present that conflict as accurately as,
say, the NPC in Uhima Vdoes when
he asks, “Do you know Lord Black-
thorne? No? d'hen how do you judge
him?”
Indeed, the Ulti)na scries depicts many of
the struggles implicit in Open Season more
effectively than does this one game. The Black
Gate, for instance, freed of the necessity to be
true to life, easily and directly examines the
implications oi class warfare on society. Open
Season can only do so indirectly — by
forcing the curious player to wonder
why gang warfare occurs as it does,
why the police are perceived as they
are, and what would cause the mother
of a horribly murdered child to refuse
to cooperate fully with those dedi-
cated to bringing his murderer to jus-
tice. However, Ultima has addressed
those societal questions over many
years; Opoi Season attempts to do so
in one game.
That it accomplishes its task is note-
worthy. The game draws us in; it sur-
rounds us with a rcalit)' that is
horrifying because it is our own. P'rom
the opening scene, when we realize
that our character icon is faceless, it
attracts us. Scott McCloud, in his
book Understanding Coynics, muses
that the compelling power of the car-
toon face is in its ambiguity. “The
cartoon is a vacuum,” he says, “into
which our identity and awareness are
pulled, an empty shell that we inhabit
which enables us to travel in another realm.
We don’t just obseiwe the cartoon, we be-
come it.” In much the same way, the good
detective attempts to enter the mind of the
criminal. There are reasons for everything, he
understands, and in realizing that, he deci-
phers clues, pieces together motives, and visu-
alizes sequences in which criminal events
occurred. In effect, he becomes the criminal.
Chief Gates knows that. Tammy Dargan
knows that.
The VGA graphics are photo-realistic. If
anything, that realism adds to the grimness
and sense of pressure which an actual homi-
cide investigation entails. The score, by Neal
Grandstall, is moody and evocative. The
overall scn.se of Police Qiicsl is of a tight
package designed for those willing not to step
into the shoes of a flatfoot trying to track
down a gangster, but, instead, of a real-life
investigator tiying to untangle the knots of
circumstance which lead to violence and hor-
The contemporary detective story is not
about rain-soaked streets or dames so hard-
ened that their beauty is less mutable onlv
when compared to their cold, cynical hearts,
but about class warfare and poverty so ex-
treme and relative that hope can only exist
through the desperation of violence and
crime. Open Season tells that story magnifi-
cently. Not for the immature, cgw
March 1994
Page 45
Td read Kasparov's mind,
simply refer io the second board.
HEady to raiss your game to a
higher level, are you? Meet Garry
Kasparov, reigning king of the
[BEFORE] chess
world. And your
new private tutor.
While you play
Kasparov's Gambit,
his digitized Imago
and voice (Russian
accent and all) will
appear on your
screen. He'll warn
you of imminent
danger. Question
the tactics you
use. And constantly challenge you to seek
out fresher and deadlier lines of attack.
There's even a second
board, which allows
you to visualize the
strategies Kasparov
suggests.
You can
also customize most aspects of your opponent's
game, giving you
a virtually Infinite
pool of challengers.
To make sure
you don't outgrow
Gambit any time
soon, we power it
with the very same
engine that won the
1993 International
Computer Chess
Championship. Not
exactly what
you'd call a pushover. So pick if up.
Flay it. And who knows?
After spending a few weeks or so
learning the ropes from Kasparov, you
may ]ust find that you're finally
ready to take on, well, Kasparov. [ after ]
As you improvE, you can customizE
opponEnts to suit your game.
Review
@is/
Syd Mead And I CyberDreams Team
Up In // CyberRace
by Paul C. Schuytema
W ar has always been an inefficienc
and messy means of settling a con-
flict, and to this day humans seem
to prefer armed violence to deal with their
differences. It should come as no surpri.se
then, char in the far, far fictional future of
Cyberdreams’ CyberRnce, when our galaxy
opened up its mysteries to reveal several races
besides the Earth-bound Terrans, war was
called upon to settle the disputes over terri-
tory and power-sharing.
As the story goes, the d'errans had a particu-
lar hatred for the demonic race known as the
Kaladasians, and this hatred was keenly recip-
rocated. For decades the wars and battles
raged, leaving millions dead and the political
map of the galaxy changing by the day.
One particular battle was especially messy.
A Tcrran battle crui.scr had made a routine''
raid of a Kaiadasian outpost. As the cruiser
made its e.scapc, a Kaiadasian Dreadnought
fell into pursuit and let loose rwo pulses from
a newly developed graviton beam. One pulse
destroyed the cruiser, while the other plunged
into the system’s star. The star went nova,
destroying the entire system in a single stroke,
and then collapsed back into itself as a black
hole.
Both the Kaladasians and the Terrans were
appalled by the senseless destruction war had
wrought, and they decided to create another
venue for settling conflict. The CyberRace
was born.
CyberRace is a futuristic race simulator in-
spired by the fertile imagination ofSyd Mead,
an artist/designer whose credits include city
and vehicle design for Blade Rtmner, space-
ship design for Aliens and 2010, as well as
concept-car design for Ford. CyberRace tells
an evolving stor)', tracing the political maneu-
verings of the Kaladasians and the Terrans as
they jockey for position to control the re-
sources of the black hole, which has the very
real possibility of being a gateway to riches
and technology hitherto unknown.
Our central character is Shaw, who is still
reeling in the emotional turbulence of his
father’s death. His father was one of the great-
est cyber racers, and after defeating the
Kaiadasian champion, Miigyor, he was de-
stroyed by Mugyor in an “accidental” burst
from his laser cannons as the sleds returned
to the pits.
In your role as Shaw, you arc uninterested
in becoming a cyber racer, but Dobbs, a
technocratic yes-man for the Terran Empire,
has different plans for your future. By kidnap-
ping your beloved Alyssia, Dobbs has found
an effective way to get you to drive for the
Terrans. Failure to cooperate means that
Alyssia will die. Winning consistently, on the
other hand, results in freedom and riches for
both you and Aly.ssia.
cies. To make the race more competitive, the
sleds can be outfitted with any manner of
offensive or defensive weaponry, from lasers
to anti-grav mines to Itolograpliic projectors.
Racing well earns extra credits that can be
used to buy more advanced weaponr)’ or
some extra goodies from the black market.
Race day begins with an all-too-brief over-
view of the race by Nardo, your
crew chief, and then an opportu-
nity to update or outfit your sled
with an assortment of goodies to
improve your racing chances.
Then it’s off to the race.
It was startling to find that there
is no real start to the race. After 1 0
seconds of CD access, you are
dropped immediately into the race
in progress, 'fhe sudden cut wich-
OLitany green light is very disorien-
tating, and until you get used to it,
the start can mean the difference
benveen winning and losing. So,
the first order of business is to avoid tlie chaos
at this pseudo-start, swerving clear of the
other sleds to get our into the open. There
seems to be a bug in the game which pulls the
sled’s control to the left when faced with a
screen full of opponents, but control returns
after a few seconds.
A Day At The Races
While the framework of the game supports
an evolving story, the heart and soul of the
game is the sled racing. Using voxel graphics,
similar technology to that em-
ployed in Nova Logic’s Co-
manche: Maxinmm Overkill,
the rolling terrain of the race
course is vividly modeled.
The races, at their most basic
level, are several-lap affairs, lol-
lowing a course laid down over
the terrain by holographic bea-
cons. In your race for the finish
line, you compete against 14
other sleds from four other spe-
Once underway, you can take a breath and
maivcl at the sceneiy. The graphics arc spec-
tacular (though not quite up to Maximum
Overkills level), and the painted stellar back-
grounds are amazing. Rich colors give an
CyberRace
B
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All of which may just be why we're the 16-bit PC audio
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THE 16-BIT SOUND STANDARD.
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Circle Reader Service tl43
otherworldly feel to the race course, and the
opposing sleds are rendered in good detail.
The cockpit for the Terran sled, although
graphically uninspired, is veiy functional,
’rhree-quarters of the screen is filled widi the
fonvard view, and a small monitor below can
be switched to display left, right, rear and
statistics views. There is an effective radar
screen, a weapons screen, and a dam-
age/shield'Strength indicator.
Flying the sled is basically a matter of steer-
ing left and right with the joystick (the key-
board is supported, but I wouldn’t
recommend its use). Pushing forward on the
stick accelerates the sled, and pulling back
slows it down, but brakes can be applied for
even more stopping power. The ship’s alti-
tude is controlled automatically, so you don’t
have to worry about bottoming out or flying
too high. With a Thrustmastcr joystick and
all of the visual controls, the game plays with
a single hand, and after several races to get
comfortable with all the gizmos, nearly every-
thing is useful and easy to access.
When hit by fire from opponents, your sled
is stopped in its tracks and spins for several
seconds, whether or not the shields absorbed
all of the damage. This was a good design
feature, because it penalizes you in time for a
mistake, allowing other sleds to zip past. Of-
fensively, even a hit on an opponent with the
most simple of weapons can give you an
envelope of opportunity to attempt a pass.
At the conclusion of the race, you are pre-
sented with a screen of statistics showing the
finish order of the race, as well as the damage
to your sled. While the background graphics
are attractive, there is no additional fanfare
for winning a race, and Dobbs is extremely
sting)' with his praise (after two wins in a row,
I was called a mediocre driver). While win-
ning allows Shaw to spend a few moments
with Alyssia, 1 would have liked the game to
factor in the race’s results and Shaw’s per-
formance more carefully into the evolving
plot. More penalties for losing and fanfare for
winning would have been a nice touch.
The sounds, or absence thereof,
are the weakest part of the racing,
rhe sled moves along silently,
without so much as an engine
whine to indicate changes in speed,
and the background noise is filled
with random, silcnce-lilling
booms from impossibly far away.
Sometimes a missile or mine hit
elicits no sound at all.
But on the whole, the race por-
tion of CyberRiice is a load of fun,
and the ability to actually use all of
your sled’s resources makes the
race an interesting offensive battle. The only
problem might be a quickly dimiiiishing level
of challenge: once you figure out the control
systems and master a few driving tricks, the
game becomes fairly easy.
The Need For Mead
'fhoLigh the racing simulation is strong, the
overall package comes up short in some ways.
CyherRiKe\v7is been extensively hyped as a Syd
Mead creation (“from the man who brought
you Bbcle Runner'), but sadly, CyberRdce
does not have the holistic feel of a Mead
design. The haunting painting and
the package design are vintage Mead, and it’s
obvious that Mead did the basic sled designs,
but on the whole it seems as if he
were used more as a selling point
for the product. Cyberdreams
seems to have missed an excellent
opportunity to create a ti'uly
unique ambiance for the game. Foi'
instance, the cut-scene locations,
the sled hanger, and the sled’s con-
trols are visually very run-of-the-
mill (sometimes very poorly
rendered, as if added as an after-
thought), and could have been
much more spectacular with
Mead’s help. From a gamer’s per-
spective, Mead’s design work
comes across as more hype than substance.
Another weak point is the narrative frame-
work of the game. Cyberdreams has at-
tempted to infuse the gameplay with a
larger-than-life struggle by braiding a plot
around the races, complete with angry argu-
ments with Dobbs, brief meetings with Alys-
sia, saboteurs, a visit to a black market fixer
bar, and ongoing news reports following the
progress of the CyberRaceM'id rhe exploration
of the black hole.
While admirable in intention, the narrative
is generally poor in execution. Using the mas-
sive storage space of the CD-ROM, all of the
characters’ dialogue is spoken by well-chosen
actors. Unfortunately, Cyberdreams did not
use the same care in writing the dialogue,
which is at times humorously immature and
at other times merely a list of the next race’s
objectives set in a confusing and unimportant
context. The visual images of the characters
consist of a blend of digital photographs and
rendered graphics, and they arc quite palat-
able the first few times you see them. Unfor-
tunately, each character has basically one pose
in one location and is animated by twitching
eyebrows and squirming lips. The storage
space on the CD-ROM should have allowed
plenty of space to create several different
views of each character, and perhajis even a
change in clothes or facial expression.
By not altering the cut scenes much (there
arc a few alternate scenes, such as the Black
Hole news correspondent, several stills of
Alyssia, and the saboteurs), the between-racc
stoiytelling interludes seem like old reruns
after only a few races, and there is really no
reason to pay much attention.
Prospective cyber-racers should also know
that the game does contain several bugs. Oc-
casionally, the non-interactivc scenes will
lock up, forcing a reboot, or an old image will
remain on screen when a new interflice is
overlaid. Other times, the lip and face anima-
tion will freeze up, and the game will only
progress when you repeatedly tap the enter
key. At the very start of the game, there is an
information (or menu?) screen that flashes by
so rapidly there is no chance of reading it.
In all, CyberRiice is a fun, visually stunning
race simulator with a rather weakly con-
structed and e.xccuted narrative framework. 1
can’t shake the nagging feeling that the game
was rushed out the door without adequate
playtesting of the game or story. Some game-
play tweaking, a rework of the script, and the
addition of some sounds and art would have
made rhe difference between CyberRturhem'^
a mediocre game that provides a few hours of
fun and being an excellent, cutting-edge
game that is hard to walk away from, cbw
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Good Heavens, Miss America!
You’re Virtual!
Enter the vinual mlitij of Tfwmcis DcUnj, where the lulls
are actual Itj a I we with the svimd of music, and you
are their conductor.
by Ellen Snell Adams
I magine a compuccr game where your ac-
tions create the music. As you navigate a
labyrinth, the music wrirhc.s and twists
with every turn you make, or when you’re
scaling a peak, the melody reaches a crescendo
as you struggle to the top of the mountain. As
you pursue your goal, the music
follows you, buoying you along,
sweeping you toward the objec-
tive. So, in the end, you come
away from the game experience
with not only a sense of victoiy
or fulfillment, but with a sym-
phonic score composed entirely
by the interaction between you
and the computer, 'rhac’s
Thomas Dolby’s virtual reality.
Musician Thomas Dolby,
world-renowned for his pio-
neering music videos and pop
hit “She Blinded Me With Sci-
ence,” has taken up virtual real-
ity programming and object-
oriented music. He’s working Thomas Dolljy
with innovative game makers to ^
create artificial worlds that
sound as distinctive as they look.
That Bleeping Pong
“'I'he bleeps and blips of the Pong era are
gone forever,” Dolby told CGW. “Music is a
cheap commodity in the overall cost of a
computer game title, yet it can do a great deal
to enhance the experience. With the incred-
ible advances of affordable sound cards, along
with the greater audio capabilities of new
machines, there’s no longer any excuse for
settling for substandard audio.”
With Thomas Dolby designing your music,
you don’t have to. Dolby explained his tech-
niques for creating the lush aural accompani-
ments to the game experience. “When
scoring a film or an interacrive experience,
instead of composing a theme or cue for each
scene, 1 assign a melody or sound to each
character, object or space. I constrain the key
and tempo, and the music is generated from
within the game. Then, each important ac-
tion of the player creates a modulation or
tempo.”
models appropriate head gear for both
iiial and aullientic reality.
Employing these methods works
on a varieyoflevels, Dolby said. “It
is much more economical in terms
of time, money and computer
memory. Second, it gives the player
instant gratification for his choices;
it creates a sense of achievement and
will match liis mood. And finally, the music
that results is very cool. It often surprises we.”
“My first computer game [The Conversa-
tion, based upon the Francis Ford Copola
film] is the first to be driven completely by
audio. It allows the player access to the same
audio and music techniques I use, but with a
greatly simplified interface, from within the
context ofan exciting and suspenseful game,”
he .said.
Dolby hopes his work will help broaden the
appeal of the traditional computer game.
“My computer game is truly adult; that is, it
has a much wider appeal than to teenage
arcade fanatics. I’m ver)”^ keen to widen the
envelope.”
Don’t Shoot The Piano Player
Dolby said his interest in computers
evolved, in part, from the fact that he cannot
play the keyboards vciy well. “1 adapted a
lighting computer to trigger syn tbs and drum
pads around 1979. Then I got aFairlight, and
finally a Mac II around 1 985. I’m not a very
proficient keyboard player, so the computer
became my musical instrument.”
Dolby’s inadequacies as a keyboard player
were lost on the pop world, which eagerly
embraced him as a musi-
cian. Long before relea.s-
ing his own Grammy-
nominated albums, he
was in demand, and
could be heard tickling
the electronic ivories on
albums by musical artists
Foreigner, Def Leppard,
Joan Armitrading and
Malcolm McClaren. Af-
ter top-five hits of his
own (“She Blinded Me
With Science,” and “Hy-
peractive”), Dolby then
segued into producing
other artists like Joni
Mitchell, Prefab Sprout
and Ofra Haza and composing film scores
and musical numbers for movies as diver.se as
Ken Russell’s GothictawA the animated feature
Ferngidly: The Last Rninforest.
When composing his music, Dolby works
on a Macintosh 840AV machine with 32MB
of RAM, a 230MB hard drive and a 21-inch
RasterOps color monitor. He uses lots of
musical attachments: 8 Tracks Pro Tools, a
Sample Cell Card and a Fairlight Series III
electronic organ with assorted keyboards and
Pai'e 54
Compiih-r (idniin^ World
Connect A Joystick
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Circle Reader Service #59
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rack modules. “None ol the equipment is
essential, though,” he said. “In a way, I was
happier when 1 just had one monophonic
synthesizer and a two-track tape deck.”
He employs the computer at several stages:
for writing, sequencing the keyboards and
adding in vocals and the tracks of guest mu-
sicians. “1 edit anti tweak my vocals digitally
with the other musician’s pertomiances.
Then 1 record everything to hard disk and
edit together the best bits.”
After becoming interested in virtual reality,
Dolby teamed up with VR pioneer Eric Gul-
lichsen to create a goggles- and glove-based
program called The Virtual String Quartet.
'I'he project, sponsored by the Intel Digital
Education and Arts (IDEA) program, was
exhibited at the Guggenheim Museum in
October of ’93. The first interactive virtual
world to synchronize animated figures with
three-dimensional sound (the illusion that
various sounds are coming Irom different
points in space), the program introduced
Quartet participants to a rehearsal space
where a string quarter is playing Mozart’s
Quartet No. 21 in D Major. Participants
could bend down to better hear the violin,
cello or bass. The really adventurous could
even “tickle” a musician, sending him into an
improvised jazz or bluegrass solo as a musical
counterpoint to Mozart.
Dolby said he sees almost limitless potential
in computer technology. He admits that he is
greatly impressed with the potential of ma-
chines like the 3DO system, which is exciting
gamers with photorealistic graphics and
three-dimensional sound. “It really is impor-
tant that these fire bugs get into the hands of
entertainers. Ifartistic content is dictated by
technicians and venture capitalists, we will all
be subjected to an excruciating period of
interactive Jeopardy," Dolby said. “Some art-
ists arc better-equipped to adapt to the re-
quirements ola new art form than others: I’ve
been fortunate enough to get a head start, but
I’d like to entice other artists into the fray.
That’s one of the main objectives of Head-
space (Dolby’s Los Angeles-based audio ser\'-
ice company], to become a magnet for
willing, creative minds.” Of course, another
objective is to lure “mega companies with
more money (and bandwidth) than sense.”
Dolby is interested in developing projects
that do not yet have a target audience: “Wc
can dream — take ideas that do not yet have a
client and develop them until
they crystallize.”
Dolby has scored several pro-
jects lor Sega/Digital Pictures
and 1-werks Turbototir ride-
simulators. His work with I-
werks led to a bid on music for
Virtual Adveniures, a game de-
veloped in collaboration with
flight simulator experts Evans
and Sutherland. In the end, I-
werks chose a passive, linear
score to accompany the game.
Interactive musical scoring was
perhaps too sophisticated lor the
adventure, which plays out en-
tirely undciNvater,
The Human Touch
Last summer Dolby premiered his com-
puter composing techniques at Digital World
in Los Angeles — to standing ovations. His
instrument of choice, the computer, seems
only natural as the tool on which to compose
for computer games. “There’s really no dif-
ference between composing lor the computer
and composing conventionally. People often
assume that music made by guys in tuxedos
with Stradivarius violins is warm and human,
whilst music made with buttons and wires is
cold and clinical. Actually, the opposite is
often true. Orchestras are often programmed
like bytes in a computer, yet a computer, in
the right hands, is a very soulful instrument.”
Dolby’s experiments with computers could
herald the dawn of an entirely new musical
age. “1 hope to emerge from this with a brand
new musical instrument. It will run on a
computer (maybe or maybe not the Mac) and
it will not supplant the recording studio,” he
said. “It will work within the confines of a
desktop business computer but it will behave
more like a musical instrument — like a direct
link between the music that’s in my imagina-
tion and sound waves that an audience can
hear and enjoy.”
Ellen Snell Adarm is a freelance luritcr based
in Austin, Texas, cgw
5r>
Circle Keocler Service #35
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Circle Reader Service #42
Review
The Vhocnix
Rises
From The Ashes Of 8- Bit Games
A Strategy /Action Classic Emerges
bif Terry Lee Coleman
W hen Archon appeared a deoide
ago on the 8-bit computers of
yore, it was a revelation. The sub-
ject matter involved the ultimate forces of
good and evil deciding the hue of the cosmos
on an otherworldly playing field. Like chess,
its spiritual grandfather, two opposing groups
of characters faced off on a grid
of squares, strategically maneu-
vering to capture pieces and
control the board. Unlike chess,
the capture of a piece wasn’t a
tidy, bloodless affltir; instead,
pieces went into battle on a
separate battle board, and the
ensuing arcade sequence would
determine the victor. The game
was well-executed and well-
loved, and now it is back from
the 8-bit graveyard to try its luck
against a new generation of
games and gamers.
The reincarnated form oi Archon is Archon
Ultra. Like its predecessor, it’s played on a
nine-by-nine square board, rather than the 64
squares traditionally used for a chess game.
The initial effect of this expanded play area is
that chess players cannot depend on typical
chess openings from memory, due to the
different spatial considerations of the board.
Long diagonals take on even more signifi-
cance due to the larger playing area, while
control of the center is a much more tricky
proposition. Chess players will also not be
able to analyze “pawn” structure so easily,
making for a more wide-open style of play.
Without centuries of published games to
build on, both the player and the computer
opponent must be more creative, allowing
non-chess players to compete on a more equal
strategic basis with their more experienced
opponents.
Power Trip
As in the original Archon, the key to win-
ning the game is controlling the various
“spaces of power,” the key to control of the
universe. Five such power spaces can be found
on the board; one at the exact center, one on
each extreme edge, and one underneath each
opposing “mage,” roughly equivalent to
kings in chess (but with a lot more firepower).
The rest of the board is divided into light,
neutral and dark squares, emblematic of the
spheres of influence for each
of the Dark and Light forces.
Movement is fairly simple for
anyone who has played any
computer chess game.
Whether mouse or keyboard-
driven, the pieces are most
responsive, and the anima-
tions are good, although not
up to the quality of say, Bnt-
tleChess 4000. The artwork
tends to be clean and unusual.
but was not quite the unbelievable figures I
had hoped for. fhere is naturally no point in
comparing these figures with the old 8-bit
versions, given their steroid-like transforma-
tion.
Obviously, where Archon f///rrr differs most
from chess is in execution of combat. Regard-
less of how entertaining Bnttlechess might be,
you always know that the piece that moves
into the square will always win, whether by
blowing up the opponent, cutting him in half
with an axe, or any number of violent anima-
tions. Pieces that clash in Archon Ultra still
move onto the square, but have a choice of
challenging an opponent in either dark, neu-
tral, or light-colored squares. The scenery
then changes to one of three combat environ-
ments: lush and green for light, gray for neu-
tral, or dark for chaos. When on your own
color square, your piece’s “hit points” are
increased greatly, and your opponents’ arc
summarily reduced. Once a piece of one side
or the other loses all of its hit points, the other
side wins, with its piece returning to occupy
the square on the main strategic board.
All three types of battle areas have detailed
terrain, with trees or molten lakes of lava
Archon Ultra
TITl.t; Archon Ullra
PRICE; $4‘).‘J5
SYSTEM: IBM
REQUIRE, MENTS: 386 or beltcT, 2MB RAM , SMB
hard drive space, VGA graphics:
supports AciLil) and Sound Blaster
sound cards
DESIGNERS; )oii Freeman, Paul Reiche and
Anne Wustf.ill
PUBLISHER: Siralegic Simul.ilions. Inc.
Sunnyvale, CA
(408) 737-6850
Page 62
Compiiler Gcnning World
“I’ve nle-^i
a decade ago. The El^ef
Scrollsi Arena isgui^jBe^■
Wiji.
The delights of the system are both obvious
and subtle. From a tactical standpoint, no
two pieces are alike. Different firing rates,
amounts of damage per hit, and a marked
difference in movement capabilities make
every engagement something special. Some
players might be tempted to charge head-long
into their opponent with their most powerful
unit, but each creature has its limitations,
including a “recharge” period during which
they cannot fire their weapons. The powerful
Phoenix may have to face the Fire Elemental,
wlio far from being harmed by flames, revels
in them! Even the most jaded of players will
have to play a long time to exhaust all the
possibilities in the tactical match-ups alone.
From a pure strateg)'^ standpoint, conseiva-
tive players may hug their own color squares,
and play defensively. Wild attackers may
pressure at widely divergent areas of the
board, and those with a counterattacking
bent may choose their spots carefully. Re-
gardless of the playing style chosen, the Ar-
chon Ultra bonus is that even the most
potentially static games arc kept lively
through the arcade struggles.
Nice New Paint Job,
But How Does It Move?
Most chess-like algorithms use a form of
“tree search” for their AI routines. Without
having asked the designers, it seems that Ar~
chon Ultra uses a similar approach, because
the program plays a very tactically-minded
game. The designers have thoughtfuily kept
the “reflexes” of the program to a manageable
level on normal settings, although the pro-
gram may be enhanced for O.K. Corral-type
shoot-outs. Strategically, the Al tends to find
a weakness and pound on it, making it a
formidable opponent, but Archon Ultra also
impressed me by being able to play most
patiently in the late middle and end game.
New players may want to give the computer
Computer Gaming World
which affect combat in a variety of ways,
offering cover, blocking line of sight, and
even destroying enemy units outright. The
approaches to the vatious power points as-
sures that each player will have to fight on
both favorable and unfavorable terrain to
control the board. Winning “on the road” in
Archon Ultra is not merely difficult; it is the
key to ultimate success.
The pieces are all drawn from typical fm-
tasy fare and will be easily recognizable to the
novice. Goblins act essentially as pawns, but
with big, nasty clubs. Instead of castles, we
find rock-throwing Golems, capable of de-
stroying enemies with one or two blows. Uni-
corns have the fastest rare of fire in the game
and the ability to leap over chasms and lakes.
Dragons fly and breathe an arc of deadly fire
far and wide. Banshees wail to demoralize
their enemies and are one of the most effec-
tive pieces for the dark-side player. The Phoe-
nix rises in flames and immolates its enemies,
but has to be adjacent to be effective, a bit of
a liability, Unlike the Phoenix in the original
Archon, however, our 1994 model has a sec-
ondary weapon, a sort of magical homing
missile. In fact, the biggest difference in com-
bat between the old Archon and Archon Ultra,
may be that now all of the different pieces
have two unique abilities instead of one.
So real, you may have to
notify air traffic control.
You no longer have to imagine the experience. Because
now you can iive the dream,
introducing G-FORCE, the high-tech flight yoke that iets
you pitch, roil, bank, soar and never lose ISgl,
control. Activate dual fire buttons, throttle "
control, and morel
So flexible, it even transforms
into a fixed- column steering
driving simulations. Try G-FORCE. It's like
a heavy dose of reality.
Suncont
TECHNOLOGIES
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FOR IBM AND COMPATIBLE PCs.
a handicap setting For the first coupie of
games in order to actually learn the game.
A pleasant surprise is that Archon Ultra
actually gives some of the feel of being a
fantasy game. When playing other fantasy
straceg)’ games such as Conquered Kingdoms.,
I fee) as if I’m playing a wargame with fimtasy
trappings, whereas the Unicorns, Banshees,
etc., of Archon Ultra don’t feel at all like
militar)' units. Magical spells cast by the sor-
cerers of each side add to the mystical feel, as
units arc teleported, storms are cast, the “ilow
of time” gets reversed, and mayhem reigns
throughout. The classic good-versus-evil
struggle gains a bit of freshness, as Archon
Ultra seems less abstract than chess or even
signers see fit to design more games in this
genre.
Everything Old Is New Again
The remaking of a cla.ssic involves risks,
even for game designers with the lofty repu-
tations of I'reeman, Reiche and Westfall. Just
as in film, where a colorized version ofa great
hlack-and-white movie can detract from the
director's original intent, so the “coloriza-
tion” and the addition of features to a game
can destroy the balance of the original. On
the otbei' hand, the remake ofa game can do
too little to make the new version worthwhile
to players of the original. Recent efforts such
as Pirates Cold! and Seocn Cities oj Cold //,
which simply upgraded sound
and graphics and added little to
enhance gameplay, are clear ex-
amples of this problem, b'ortu-
nately, Freeman, Reiche, and
Westfall have found a balance
between these two extremes, as
they have brought the graphics
and sound of Archon up to cur-
rent standards, and have made
minor changes to game play
without sacrificing the elements
that made the original a classic.
CGW
more recent strategy games such as Theatre oJ
War, while retaining the charm of the old
8-bit version.
Aside from the obvious strengths of the Al,
the best thing -AhovM Archon Ultra is that it can
be played via modem. Chess on-
line is nice, but many gamers
prefer action games or simula-
tors such as Red Baron. With
Archon Ultra, gamers may try to
outwit a live opponent, while
simultaneously having the thrill
ofhlastingaway at enemy pieces
in real-time action. The tourna-
ment potential is obvious, and
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Gamblers Synonymous
Villa Crespo Moves Beyond The Felt
by Johnny L. Wilson
COMPANY
RCPORT
I n a page right out of Rod Serling’s “The
Hitchhiker” teleplay, Dan Sejzer’s life
changed in 1969 when he picked up a
fellow in need ofa ride. This hitchhiker hired
Sejzcr to program a mainframe using CO-
BOL. Naturally, the mainframe offered those
versions of Adventure, Trek, Hangman, Go-
mokii and Tic-Tac-Toe that could be found
on any mainframe in those days. And like
many programmers of that era, Scjzer would
spend his after-hours time improving upon
those games and designing his own.
Sejzer, the son of a professional gambler in
Argentina, had been a fairly successful black-
jack player, but had decided that making a
living at blackjack was too much work. Yet,
he drew from his experience and wrote a
blackjack program for that mainframe in
CLIST, a command language that was used
at that time.
Since he had watched his father play poker
from the time he was two or three years old,
he also had a desire to program a poker game.
In 1976, he purchased his first personal com-
puter — a Commodore PET. After working
with mainframes, he found himsciffrustrated
by both the memory constrictions and the
I/O problem (remember those cassette
tapes?). In 1980, however, he purchased a
TRS 80 Model 11 and began programming
the forerunner of Amarillo Slim s Real Poker,
Electro-Casino. Electro-Casino had poker,
horse racing and roulette. Unfortunately, by
the time he finished the program to his satis-
faction (1982), the TRS 80 was almost dead
as a commercial platform, and the game only
sold about 10 copies.
Though he still worked in the traditional
computing industry, Sejzer didn’t buy an
IBM compatible until 1988. Of course, he
immediately began translating code from
Electro-Casino into the MS-DOS environ-
ment, and in 1 989 he started to vmrkcx. Amar-
illo Slim j Real Poker. With his brother Ed (a
successful manufacturer’s rep in a high risk
business) and an entrepreneurial friend
named Skip Wood (who was coming off of a
failed pizy.il enterprise), Sejzer formed Villa
Crespo to market both a productivity prod-
uct called MemoPad and Amarillo Slim. Be-
cause of distribution problems, the company
was nearly an immediate flop. Fortunately,
Egghead Software took 1 ,000 cojiies of
Amarillo Slim on speculation and saved the
day. On the basis of a vciy succe.ssftil sell-
through in that software chain, Amarillo Slim
was sold into several others.
Dan Sejzer in the World Series of
Poker '91, Press Tournamcnl.
By this point it was mid-1990, and Dan
realized chat his company could not survive
on the strength of Amarillo Slim alone. He
had always thought that blackjack was a bet-
ter bet than poker, so he started working on
the program that was to become Edward O.
Thorp ‘s Real Blackjack.
Both the blackjack and the poker programs
sold well, but Dan saw the need to expand his
vision. He hired Roger Pedersen, former pro-
grammer/designer for CBS Software, Gamc-
tek, Merit and Hi-Tech Expressions, as
Director of Development. T hen, he di,scov-
ered a poker program that some people (in-
cluding CGWs Alan Emrich) thought was
superior to Amarillo Slim. Rather chan com-
peting with John Comcau {Vegas Johnny's
Poker), Dan brought him onto the team, and
Amarillo Slim’s Dealer’s C/jo/cewas the result.
Today, the company is still known largely
as the “gambling .software” company.
Though the company has grown from the
original trio of partners to more than a dozen
employees/contractors, and the product line
has dozens of “Coffee Break” cities, Villa
Crespo still feels like something of the Rod-
ney Dangerfield of the entertainment soft-
ware world. They have branched out into
morphing programs, computer security pro-
grams, database programs and children’s soft-
ware, but they are still primarily identified as
that “gambling” company.
Sejzer hopes their current group of devel-
opments will finally expand his company’s
image beyond the poker room. They have a
physics-based sports simulation and a very
fast graphics utility called MetaMorfxn the
works. They are also nearing completion on
a series of children’s titles called the “Cookie
Break Scries.” Their most exciting new pro-
ject is a series of titles in conjunction with
GAMES magazine. Lou Kesten, Villa Cre-
spo’s Communications Manager, is a freel-
ance writer for GAMES magazine. He and
in-house artist Gabi Ladowski are two of the
designers contributing to the new series of
GAMES for the computer. The value-priced
Volume I will be Word Games. It will feature
crosswords, cryptograms, double crostics and
word jumbles. Later volumes will feature
logic puzzles and optical illusions.
Even with expansion plans underway, how-
ever, Sejzer hasn’t forgotten that helping
someone out can change a life. The company
contracts out its packaging and assembly
work to a company that employs the physi-
cally and mentally challenged. The subcon-
tractor calls its employees, “handicapable.”
Villa Crespo sends boxes to the subcontractor
and the “handicapables” place disks, manu-
als, brochures, etc. into the boxes.
We know the Villa Crespo contract makes
a difference to the “handicapables” becau.se
we have seen how they react when Brenda
Andrews, Villa Crespo’s Operations Man-
ager, enters the plant. Most of them know her
by name and many get very excited, because
they know her presence means that the com-
pany is going to be shipping more product.
Indeed, the look on those “handicapable”
folks’ faces may be the only respect any soft-
ware publisher would need. It’s at least
enough to make us think of more than gam-
bling whenever we think of Villa Crespo,
cew
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Circle Reader Service #79
It’s All Pun
And Games
Scorpia Piers At Legend's
Companions Of Xanth
T he books by Piers Anthony have
long been popular with readers of fan-
tasy and science fiction, so it comes as
no surprise chat someone finally got around
CO making a computer game based upon the
series.
Legend Entertainment’s Companions of
Xanth is adapted from the book Demons
Don’t Dream, which is included in the game
package. Since the game follows the book to
a large extent, and a couple of puzzles have
essentially the same solution in each, it’s best
to play the game first and read the book
afterwards.
The story begins when two mundane (i.c.,
non-magical) teenagers from Earth, Dug and
Kim, are drawn into the world of Xanth to
compete in a contest for a mysterious Prize.
Neither knows what the Prize is, except that
it’s supposed to be something veiy good.
Under the surface, however, matters are
much more serious than they appear. Two
demons, EfA/R)th and X(A/N)th, have set
the game up as part of a wager. The stake is
the existence of magic in Xanth itself If
E(A/R)th’s player, Kim, wins the prize, then
all magic in Xanth will disappear forever. If
X(A/N)th’s player. Dug, wins, then ever)'-
thing will continue as before. Since the goal
is to maintain the status quo, you take the role
of Dug.
Because Dug is unfamiliar with this world,
he receives the Compendium of Xanth and
gets to choose a Companion to help him
before play begins (hence the title of the
game). While four Companions are pre-
sented to him for selection, the choice is
actually rigged: only Nada Naga can be cho-
sen. Picking any of the other three leads to
early disqualification.
This fact gets the game off on the wrong
foot: it is annoying, unnecessary and unfair.
As the game is designed for Nada to be the
Companion, better to have presented her as
such right away, instead of pretending to
allow the player choices which lead only to
several disruptive false-starts.
Once Nada gets Dug and herself out of the
starting room, the real play begins. From that
point on. Dug must solve the rest of the
problems himself, although there are occa-
sions when he can ask Nada for assistance,
d'he pair explore the wild and wondrous
realm of Xanth, meeting many strange be-
ings, passing through the regions of Void,
Earth, Air, Fire, and Water, and running
across an unending succession of bad puns
(most, ofcourse, taken from the book, which
has even more; sometimes, there can be too
much of a good thing).
the stor}', Dug catches up briefly with Kim,
and they switch Companions; Nada goes off
with Kim, and Dug ends up with Jenny and
Sammy Cat. This doesn’t make quite as much
sense in the game as it does in the book, so be
sure to read the book afterwards to learn svhat
this business is ail about.
d’he game ending is very different from the
book, however, and it is not clear why Legend
made such a change. It is especially odd as the
game’s resolution doesn’t really settle the de-
mon wager at all, leaving one giant loose end
and making the whole thing ultimately un-
satisfying.
A Departure From The Text
Companions marks a radical departure for
Legend from their previous offerings, in that
it is their first true all-graphic product. Players
familiar with the Spellcnsthig Eric the
Unready, and Homeivorld, may be surprised
by the absence of a type-in, parser interface.
Except for a few hot keys, there is no keyboard
input: all actions are handled with the mouse.
As the cursor travels over the screen, it lights
up objects of interest by displaying the name
of the item. So, for instance, when the cursor
is on Dug’s computer, the word “computer”
appears on the screen. To form a sentence,
the mouse is clicked on the highlighted ob-
ject, then moved over to the list of verbs on
the left-hand side, where it is clicked on a verb
to complete the sentence. Thus, the com-
mand “look at the computer” is made by first
clicking on the computer and then
on “look at” from the list of verbs.
This system works in reverse,
too: you can click on a command
first and an item second. So taking
“look at” first, followed by clicking
on the computer, gives the same
result: “look at the computer.” The
verbs listed arc few indeed: Put,
Take, Look, Look At, Open,
Close, Talk, and Wait. Occasion-
ally, an additional verb or two will
appear on the list when using a
particular object. For example, if a
rock is the highlighted item, the verb “throw”
is temporarily added to the commands.
Room descriptions and results of actions are
displayed in a small window under the main
graphic screen. Below that is the inventoiy
window, where all of Dug’s current posses-
sions are depicted. These items can be acted
upon in the same way as anything on the
main screen, by highlighting them and
choosing a verb, or vice-versa.
While the verb-object interface is simple, it
is not used consistently in the game, which
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can cause some frustrations. Take the matter
of Ma Anache (an anagram of “anathema”).
You have to bring her a certain item. Up to
that point, when you had an object people
wanted, they would recognize it was in the
inventor}' when you talked to them.
Not Ma, though. However much you talk
to her, she just cells you not to bother her
unless you have the item. Also, the verb “give”
doesn’t appear when the item is highlighted,
and the regular “Put” doesn’t do much if you
ti}' to “put” the item on her. The answer to
this dilemma is to first highlight the item,
then move the cursor onto Ma, at which
point “give (item) to Ma Anache” appears on
the screen.
This sort of thing happens more than once
in the game, and to make matters worse, no
mention is made in the manual of this special
construction. The instructions
merely describe the “verb-object”
and “object-verb” combinations.
Nowhere does it tell you that you
can make commands in other ways,
as noted above.
the demoness Metria. When Dug finds Nada,
she’s chained to a wall. Nearby is a type of
moss that can eat through anything, includ-
ing metal. Naturally, you think chat the moss
is part of the solution to freeing Nada.
Wrong! The moss is used for something
else. You simply talk to the manacles, and
they let her go. How arc you supposed to
know this? How did / know this? Simple.
There wasn’t anything else left to try; 1 had
gone through all ocher possible actions with
no result, and that was the last thing available
to do.
A voice does whisper at you occasionally
“from the vicinity of Nada’s arm,” but chat’s
where the moss is, so you don’t really associate
the voice with the manacles, and why should
anyone think that manacles can talk? None
of it makes any sense.
Piers Poor Puzzles
The puzzle quality in Compan-
ions is uneven at best, and in some
cases, downright poor. Take the
sequence with the evil Com-pew-
tcr, for example. It is described in
the Compendium as being ex-
tremely powerful and able to change reality
in its vicinit}'. This made it sound as if taking
on Com-pewcer would be a difficult task. As
it turns out, this entire sequence was a joke
(and not a funny one, cither). All you do is
play a game of anagrams with Com-pewter,
who describes something from the world of
Xanth and provides an anagram of the item,
lacking one letter. You choose the missing
letter from a small pool of letter tiles.
This isn’t a challenge, or even a puzzle; it’s
just pointless activity. You merely open your
Compendium of Xanth and read through
until you find the answer, which naturally
tells you what the mi.ssing letter is, and chat’s
the one you choose. The second round is
slightly tricky, as Com-Pewter cheats by not
providing one of the letters, but Dug has an
inventor}' item to use as a substitute.
After going through this no-brainer, Dug is
forced by Com-Pewter to resign (even though
he won), hut Grundy Golem (a sort of emcee
for the game) puts Dug back in the game and
gives him the item needed to actually destroy
the machine. This is supposed to be a puzzle?
Not much better — ifat all — is the rescue of
Nada Naga after .she’s been spirited away by
The best sequence is at the beginning where
Dug must help the village of Isthmus rid itself
of the dreaded censorship. While most of the
puzzles in this segment aren’t especially diffi-
cult, at least the solutions can be reasoned out
instead of stumbled over by trial and error.
Despite following the book fitirly closely.
Companions is a quick play. This is partly
because of the trivial puzzles, and partly be-
cause many areas don’t have that many things
to do in the first place. The Com-Pewter
section is an example of this, as is the Void, a
one-location puzzle. It just seemed to me that
there should have been more substance to
many of the segments.
Overall then. Companions of Xanth\s a <^\s>-
appointment. Its poor puzzle structure makes
it the weakest Legend game to date, and
unlikely to please gamers looking for an ad-
venture on the level of a Spellcasting XOl or
Eric The Unready. The relatively short playing
time is also likely to leave many with an
unsatisfied feeling. Only true “pun”dicsofthe
Xa)ith series, or those looking for a light-
weight adventure, will find this one worth
their time, cbw
72
Circle reader Service tt2(}
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Circle Reader Service #65
Review
by Ken Hill
Q uantum Quality Productions has
built a reputation in computer gam-
ing for providing the strategist with
solid products. Prom the seas of The Lost
Admiralxo the fantasy battlegrounds of Con-
quered Kingdoms^ gamers have come to know
QQP games for their high-replay value, and,
in general, their strong artificial opponents.
With their recent release of Heirs to the
1 fli i 1
^ wren { \ Myat pS :
pSl ^ * isls jgjjl;
Throne, QQP and the German Design
Group provide us with yet another take on
the medieval strategy game. Combining ele-
ments familiar to most fans of the genre, they
have produced a deceptively simple game
which nonetheless provides enough variety to
challenge even the most battle-hardened of
veteran gamers.
The premise of Heirs to the Throne is that a
vast continent, .set .somewhere in a fanta.sy
world, has been unified by a strong leader.
This great King conquered the ores and other
hideous creatures that once terrorized the
populace, by uniting the warring factors of
barons under a single banner. Though freed
of the menace, not all the barons were happy
with the new political arrangement, and they
hired an assassin to do away with the King.
The success of the killer’s task left the country
leaderless, as the rightful heir was conven-
iently off Crusading in the Holy Land with
the loyal troops. 'Phe resulting leadership vac-
uum has left the perfect opportunity for the
barons to regain their former prominence.
In your role as one of these power-hungiy'
barons, you start with but a single province,
wresting territory from your rivals until you
control the entire continent. Before playing,
you are given an enormous number of cus-
tomizing options — no less than six screens
worth — each of which has a significant effect
on play. Por example, the Royalist
troops controlling the neutral
provinces at the start of the game
may be friendly, neutral, or hostile
to your cause. Other selections in-
fluence terrain effects, production,
fog of war, weather and even inter-
est rates on saved income. Since
many of the.se restrictions apply
only to human players, they can be
used to strengthen the computer
opponents, and thereby tune the
difficulty level to your skill level.
Sire, Doth Thou Recognize
This Land?
The game map is generated randomly at the
beginning of each game. It consists of square
and rectangular provinces, with some water
squares acting as borders between provinces.
Pkich province consists entirely of one terrain
type, either swamp, desert, mountain or
gra.ssland. Not only docs the
randomness of the maps pro-
vide replay value, but the pro-
gram will obligingly generate
random continents until you
find one that suits your con-
quering mood, rhe terrain
type can provide an advan-
tage or disadvantage both for
combat and production if
you choose. Por example,
mountains are a wonderful
advantage on the defense, but
are a disadvantage for production.
At the start of each new game, you must
choose a home province. This choice is cru-
cial, since this province is where your new
military forces will come into play. The loss
of your home province results in your imme-
diate defeat.
Each province contains villages. These set-
tlements ptovidc the money needed to buy
the services of mercenary soldiers and the
other articles of war nece.ssary for conquest.
There is an upper limit on how many villages
each province can support, which can be
adjusted to handicap the game.
The sequence of play is divided into several
phases. First, all income and production is
calculated based upon your village produc-
tion, and any soldiers, supplies, weapons or
fortifications purchased on the previous turn
are placed in your home province. I'hen,
supply allocation and random events will fol-
low if these options were chosen at the game’s
setup. Next comes the attack phase. You can
move troops from your provinces to attack
neighboring provinces as you sec fit. After
combat, you have the chance to move troops
within your kingdom to defend against at-
tacks from the other barons. Finally, you can
buy villages, recruit soldiers, and perform
other administrative tasks during the invest-
ment phase.
Heirs to the Throne
TITLE: Heirs to lire Throne
I’KICt: S59.<J5
SYSTEM: Atnif'd, IBM (reviewerl)
REQUIREMENTS: IBM: 2«f> or tx-ller, MOK RAM,
CCAA/GA sr.ipiiits, 2.SMfi
hard drive s|Mce, mouse;
AdLib and Sound Blaster sounil
cards sup|«)nwl
[’LAYERS: 1 -4 (Kiine rompuler)
PROTECTION: Oocumunialion look up
DESIGNER: R.K. Rien of the
German ITc.-sifin Group
PUBLISHER; Quanlurn Qu.itily PrrxIur lions
Flcmitipion, N|
ClOH) 781i-27'J‘)
Pdi’e 74
CnmpuU’v Cdiniii}’ World
Past tlie studio gate with your name on it lies your personal dream factory.
Go lor it:
❖ Buy original scripts and blockbuster bestsellers or
steal ideas for yourself.
❖ Set vastly padded production budgets.
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❖ Make and brc^ak superstars’ careers, or enslave stars
of tomorrow.
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of the llimalayxs.
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❖ Attend your world premieres.
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❖ Sit back and watch the grosses roll in.
❖ Snag that Beverly Hills mansion, Malibu beach house,
40,000 acres in MonUina or your own Greek ishmd.
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❖ Find you cmi't live without that 4lh studio jet.
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your studio gale.
Or Gamble it all!
❖ Sell your shirt just to stay alive.
If you’ve got what it takes to make it in Hollywood...
Carey DeVuono’s Hollywood Mogul is gonna take everything you’ve got.
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To purchase, visit your local software retailer, or call 1-800-350-5550.
Available For IBM And Compatibles. MS-DOS and Microsoft Windows versions avtiilable.
600k required, mouse suggested, 5 meg hard disk space re(|uired, FGA screens.
Cry Havoc!
The combat system in Heirs To The Throne
is relatively simple. Each “soldier” icon repre-
sents 100 mercenaries composed of cither
cavalry, infantry, pioneers or archers. Your
starting unit mix can be fixed or variable
dependingon the initial gamesettings. Infan-
try are equally effective in all terrain, while
cavalry work best in open country and defend
poorly. Archers are excellent on defense but
arc nearly worthless when attacking fortified
positions. Pioneers are the most effective
units for attacking castles. Heavy weapons are
also available in the form of catapults; these
can be purchased during the investment
phase and will help with assaults on fortified
positions, but they cannot be used in defen-
sive situations. Fortifications may also be pur-
chased during the investment phase. Forts
range in size from a tower, which adds 12%
to your overall combat strength in that prov-
ince, to a citadel, which adds a whopping
75%! Strongly fortified positions are not eas-
ily taken, and it requires a huge advantage in
troops to finally wrest a citadel from enemy
hands.
To attack a province, you simply click on
the adjacent province you wish to attack and
indicate from which provinces the attacking
troops will come. Next appears a screen,
showing the troop strengths and appropriate
adjustments from weapons and terrain. From
this screen, you have two options. Clicking
on the sword icon on the left side of the screen
will begin the attack, while clicking on the
banner to the right will cause your units to
retreat. It can take several attack rounds to
finally defeat your enemies. Once combat has
been completed, you can shift your armies
between provinces during the movement
phase, reminiscent of the “free move” in Risk.
One handy feature allows you to split your
forces equally between all the provinces that
have hostile borders automatically, saving
you the time and trouble of allocating troops
by hand. You may make adjustments to the
troop dispositions once the computer is fin-
ished, transferring units between any two
connected provinces within your kingdom.
Provinces that are isolated by en-
emy territory from the rest of your
holdings cannot receive troops in
this manner.
The Crown Is
The Economy
The final part of the game turn is
the investment phase. During this
crucial phase, you must decide
where to allocate your hard-earned
income. You may recruit new
troops, found new villages, buy
weapons and fortifications, buy supplies, or
simply save money. The game docs pay inter-
est on any gold not spent during the previous
turns, but saving is a luxury that many players
will not get the option to exercise.
Fiscal management is one of the
keys to playing the game success-
fully. Finding the balance between
building new villages (which pro-
vide future tax revenue) and sup-
porting your military efforts
requires planning and foresight.
Those players in search of strong
computer opponents should look
no further than Heirs To The
Throne. Fhe computer players are
very shrewd and aggressive. They
will sacrifice provinces of dubious value in
order to defend valuable ones. They will also
set traps to lure the unsuspecting player into
indefensible positions. And, when all else
fails, they don’t hesitate to dig in by building
massive fortifications filled with troops to
defy capture. The computer barons will also
conspire against you. If you pay too much
attention to one foe, another will creep up on
your flanks to take advantage of your near-
sighted strategy. It took several games before
r was able to consistently beat two computer
opponents, even under what the manual calls
“very easy” conditions. I strongly suggest that
you take on only one silicon-brained adver-
sary until you have a good feel for the game
system. Playing against two computer barons
and a hostile Royalist party is a very demand-
ing challenge!
A Long And Profitable Reign
The interface of Heirs is so well designed
that novice gamers will be able to use it with
little difficulty. Pop-up menus guide you
throughout the game, numeric selections are
chosen using point-and-click buttons, and
the entire game can be played using a mouse
(although keyboard equivalent commands
arc provided in some cases).
The graphics and visuals arc functional, but
are not of the highest quality. Most screens
are very airtoon-like, especially the screens
that appear when you arc prompted to higher
levels of nobility. The map screen is very
functional and provides smooth scrolling
during the main phases of game play. A right
click of the mouse at any time will reveal an
extensive supply of maps and charts. My only
complaint would be the quality of the writing
(especially the spelling!) on both the menu
screens and in the manual. Since Fmglish is a
second language for the game’s designers, this
can be forgiven to a degree, but a good editor
would certainly have made for a more profes-
sional product.
On the surface. Heirs is a very simple strat-
egy game that breaks no new ground in the
tactical area. Production and attack games for
the computer can be traced back as far as
Empire, but //ewwill remind many veteran
gamers of the venerable Electronic Arts clas-
sic Lords of Conquest. What malccs the prod-
uct particularly attractive arc the many
user-controlled game parameters. By chang-
ing these selections, you can create a different
game situation each time you play. Small-
continent games can take under an hour to
play, while a large conrinenr can gobble up an
entire evening. The “returning heir” selection
can inject a player with extra motivation, as
he must consolidate his gains before the Roy-
alist leader comes back from the Crusades.
Those who enjoy tinkering with unit compo-
sition can select the variable unit composition
option, or simply leave the decision to the
computer for a “quick and dirty” struggle.
Heirs to the Throne is a simple and challeng-
ing strategy game. With its strong artificial
intelligence and many flexible options for
customization, it will please many types of
strategy game fans. While it may not have the
complexity needed to hold the attention of
the veteran wargamer for a long period, it still
provides a welcome diversion from the rigors
of playing games like Pacific 'War. Heirs is a
fine complement to QQP’s growing library
of excellent strategy games, cbw
Page 76
Computer Gaming World
Developed by Team 1 7 Ltd.
Published by HICROLEAGUE interactive software '
U.O.P., 201 Bellevue Building, Newark, DE 19702
. 1 - 800 - 334-6572 Circle Read» Service 082
Review
C.H.A.O.S. - Out of Order
The C.H.A.O.S. Continuum From Creative Multimedia
by Christopher Breen
B e wary of any product chat crumpets
the worthiness of its ingredients over
the quality of the whole, This rule
applies to ever)'rhing from a blind dace
(“She’s got a great personality!”) to breakfast
cereals (“Contains 85% more bulk fiber!!”).
Unfortunately, this also applies generally to
entertainment software and specifically to
Creative Multimedia’s C.H.A.O.S. Contin-
uum.
The back of C.H.A. O.S. Continuum's CD-
ROM jewelbox announces that it is “...the
first CD-ROM adventure to incorporate
movie-quality animation and special effects:
created on Silicon Graphics workstations.” It
also promises “innovative new scripting tech-
niques” and “various random events” that
enhance playability. When we wary gamers
read of the 8-bit graphics that look like 24-bit
and of the “stereo sound effects and original
music score,” we might become suspicious of
this blind date and wonder how much of the
hype is bulk fiber.
The Whole
The C.H.A.O.S. a science-fic-
tion game in the “Oh my golly! We’ve built
a computer much smarter than wc arc and
now it wants to control us!” style. The game
opens with a panoramic view of the heavens.
Stars and galaxies whiz by, nebulae burst be-
fore us, eerie synth pads drone. Suddenly, an
eyeball appears. From the eye comes a rotat-
ing pyramid which transforms, with a hissing
sound, into the C.H.A.O.S. Con-
tinuum logo. A voice emanating
from a grid implores us to respond.
We arc informed that a colony on
Saturn’s moon, Titan, is being held
captive by an orbiting computer
known as C.H.A.O.S. A group of
scientists who are trapped within a
parallel continuum are contacting
us across time from the year 2577
in the hope that through our home
computer, we can control a Time
Probe that will disable C.H.A.O.S.
and set Titan free. Help us, OBI,
you’re our only hope....
Once a lovely animated sequence has seen
the Time Probe land safely in New Eden, a
self-contained biosphere on Titan, control is
given over to the earrhbound, 20rh
century game player, and the ad-
venture begins. Players interact
with the game through the Time
Probe interface. A central view-
screen acts as the eyes to the world
of C.H.A.O.S. Arrayed around
this screen is a series of buttons that
control such functions as naviga-
tion, data storage, data retrieval,
on-line help and weapon control.
The probe includes radar for locat-
ing the baddies and an update
screen that displays messages from
the entrapped scientists.
These messages are the glue that
ties things together. Although a mission state-
ment is presented at the beginning of the
game, once the probe makes its initial landing
on I'itan, there’s little to indi-
cate what you’re supposed to do
next. Fortunately, after a careful
step or two, up pops a message
from these chatty men of sci-
ence that provides a first set of
instructions. This is only the be-
ginning; you can expect to re-
ceive numerous missives from
these folks throughout the
game. Regrettably, these help-
ful hints are so numerous that
you feel as if you are being
guided through the game as a mere witness to
the action rather than a participant.
This perception is substantially strength-
ened by drowsy CD access times and the
inability to move around certain areas of the
game. All too often, you hear the annoying
“Morion restricted!” message when an at-
tempt is made to explore an interesting ma-
chine or doorway. Given the time it takes to
turn the probe around and the frustration
inherent in the wait, the designers might have
been better off omitting these inaccessible
items.
The Parts
Okay, so perhaps The C.H.A.O.S. Contin-
uum is on the slow side and not the most
challenging adventure game around. Creative
Multimedia never claimed it was fast — al-
though “Innovative new scripting techniques
enhance playability” docs suggest some hope
of a perkier pace. The company docs, how-
The C.H.A.O.S. Continuum
TITLE; Thu C.l i.A.O.S. Conliniiiim
a tir l.itj!*.'! inoniliir with S-iiil
I SOWMXonri Ir.imfcr r.iii;,
■TSOms (ir l(i>i> .itcuss Mlu
(503) 241-4351
Poi-e 7S
Ciinijiiilfr Cdiiiii}}’ Win Id
ever, trumpet their use of tlic Sili-
con Grapliics system for the genera-
tion of movie-quality animation
and special effects. Are these se-
quences really so spectacular?
In short; No more so than many
others you may have seen. There
aresomt impressive bits of anima-
tion and special effects, but to label
them movie-quality is stretching
things. True, they arc quite good
and compare favorably with the
kind found in some other Macin-
tosh games, like Iron Helix, but
there is no discernible difference
between the quality of animation found in
C.H.A. O.S. and that of other products on the
market that did nor employ a Silicon Graph-
ics machine.
Likewise, the use of stereo sound is some-
what exaggerated in the packaging. The game
does use stereo for some of its sound effects
and narrative passages, but in a few cases it’s
employed ineffectively. For example, during
an instructional message regarding the opera-
tion of the probe, the narrator’s voice ping-
pongs between the left and right speakers.
Although the view .screen docs show a revolv-
ing wire-screen model of the probe, there is
nothing to indicate that the player’s orienta-
tion, or the orientation of his sound source,
has changed in any way. The stereo sound, in
this case, simply comes off as a gimmick.
The Content
The entire story of The C.H.A. O.S. Contin-
mmh not contained in the game. Rather, the
enclosed manual carries a three page pre-his-
tory of the events leading up to the .scientists’
call for assistance. This material is well writ-
ten and, unlike many science-fiction stories
of this ilk, is not terribly far-fetched. Unfor-
tunately, it’s also the most interesting part of
the plot. By the time the distress call goes out
and you are invited to participate, all the
really compelling action has already taken
place: Titan has been colonized,
C.H.A. O.S. has been built,
C.H.A.O.S. has become unruly,
the colonists have been subdued,
and the scientists have shuffled off
into their cozy continuum. What’s
left is an exercise in digging up a
few clues, following instructions,
and completing a couple of fairly
simple tasks.
These tasks, which are intended
to pass for challenges, arc in fact,
nor challenges at all. For example,
our first task is to travel into New
Eden’s underground science lab
and retrieve a number of codes and maps. To
gain entry to the various labs that contain
these items, we must pass the Intuitive Sound
Cognition Test. Sounds daunting, I know,
but it’s as simple as a session with rhe old
Milton-Bradley toy, “Simon,” Here’s how it
works:
and played on these buttons. The first time
through, five buttons are engaged. If you
make a mistake, the ante is upped to six
buttons. Any mistake thereafter is punished
by destruction of the probe and a trip back to
the main screen where you’re offered the
opportunit)' to begin anew, resume a saved
mission, access on-line help, or quit the game.
Although this test is amusing once or twice,
on the third and fourth go around it becomes
tiresome.
Other than the Intuitive Sound Cognition
Test, you stumble upon a couple of mazes that
are easily navigated with the help of pen and
paper, and you are called upon to play an outer
space version of “The Lady or the Tiger.” This
is that old wheeze in which the player is asked
to make a choice among a number of poten-
tially dangerous options. The difference here
is that the tiger is always behind the same
door — if you make the wrong choice, it’s a
simple matter to go back to a saved game and
tiy the next option.
When the probe draws up to one of the lab
doors — there are four that must be ac-
cessed — a computerized voice that sounds
distinctly low-tech for the year 2577 de-
mands a security clearance code. A panel
sporting. 12 buttons then appears. Each of
these buttons has the ability to light up and
play a different pitch, and your job, as in
“Simon,” is to parrot the sequence displayed
From Bad To Worse
C.H.A.O.S. is also plagued by a
number of small problems. One of
the included maps is wrong (the
player who stubbornly follows its
directions will quickly be vapor-
ized), the Macintosh interface uses
some odd conventions (to save a
game, you must first quit and then
save), and the game is overly par-
ticular about the kind of exten-
sions, control panels, and
hardware you use. The current re-
lease is incompatible with accelerator cards,
Adobe’s /177V/and Type Reunion, andApple’s
MnesBug.
Creative Multimedia is aware of these prob-
lems and is correcting the incompatibilities
and errors for future updates. Sadly, fixing
these few things won’t significantly improve
the game. Although the game is recom-
mended for ages 10 and up, The C.H.A.O.S.
Continuum simply doesn’t cut the mustard as
adult entertainment. The game is too slow
and too easily solved to hold a seasoned game
player’s attention for long.
If 1 worked in the Creative Multimedia
marketing department, I would seriously
consider revamping the packaging and adver-
tising to target The C.H.A.O.S. Continuum
for a younger audience. The perfect market
for C.H.A.O.S. is young teenagers who have
an interest in sci-fi and space adventures. The
level of science is not too advanced, there is
no violence against humans, and the level of
intensity is enough to engage a young mind.
CGW
hkirch im
Page 79
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Review
KNOTT'S IICHKYI ARM: O 1992 Knoll'f Ucriy T.irin
H OW do you turn an introduction to
3D CAD design into something
that people would want to do in
their spare time? Disney Software seems to
have found an answer in Coaster, a simplistic
CAD program that allows you to design and
erect your own roller coaster. As reward, you,
the budding engineer, will then havcachance
to experience first-hand your dream amuse-
ment park heart-stopper.
Disney’s newest venture has .several things
working in its favor, not the least ofwhich are
its price, its miniature size (at a mere 1 . 1 MB,
the program fits quite comfortably on a com-
mon hou.sehold diskette), and its ability to
run on just about any 386 machine.
But certainly the most intriguing element
of Coaster is the actual construction of the
railed machine. With a simple tap of a mouse
button, thrill-seekers will find themselves im-
mersed in an informative and accurate “3D”
CAD sampler. Here, various track pieces are
at the ready, including left and right handed
curves, loops, barrel rolls and climbing
straights. The mission for the architect is the
amalgamation of all the components into
.some form of a working unit that will thrill
the pants off, without ripping the spines out
of, coaster lovers.
In the design mode, a detailed grid defines
your working space, a pair of button bars offer
various track pieces and movement keys, and
you may zoom both in and back out again,
rotate, flip, and manipulate works in
progress for views that are perspec-
tively correct from all angles. I'hc
height, pitch, banking, length and
even the color of each individual
track piece are hilly adjustable, as is
the desired amount of gravitational
pull. For those who have always felt
the CAD learning experience might
be, shall we say, imposing, Coaster
represents a fine working primer on
the subject.
Upon completion of the model,
actual testing will determine its qual-
ity and “rideability.” If a rollercoaster
car is unable to make it from start to
finish due to shoddy workmanship,
it’s literally back to the drawing
board. Perhaps the degree of track
banking is insufficient, or the peaks a
little too tall — whatever the prob-
B
lem, you will have to reasse.ss and rebuild, or
find a new line of work.
After experiencing first-hand the horrors of
your mind wrought into ironwork, a sort of
post-game aniilysis will check a number of de-
sign characteristics such as l^dc ’I'imc, Average
Speed, Top Speed, Maximum Height, Maxi-
mum Gs, and so on. In this “Signature” mode,
a wire-frame perspective of the ride will sit in
the screen’s upper left corner, while a poly-
graph-style plotter runs at the bottom, graphi-
cally depicting all the forces at work either
enhancing or detracting from
your masterpiece. If the coaster
builder feels the overall statistics
to be strong enough, the true
ftin quotient will be ready for
the most intense semtiny.
Residing deep inside the
Coaster program are a group of
people known as I’hc Evalua-
tors. Their sole function is to
critique the gentle nuances and
barf factor of each particular
Coaster
structure, and they’re a hard lot to please. The
Surf Dude, Mousy Librarian, Nintendo Kid,
Little Old Lady, Blonde Babe, and Redneck
Cowboy make up this eclectic judging panel,
bonded together only in their lust for the
thrill of the rails. Each has a specific coaster
fetish, and where a relatively tame affair will
garner weary expressions and sarcastic com-
ments, a hell-bent screamer will elicit extreme
physical reactions, verbal enthusiasm, and a
high score. When all The Evaluators have
found their own sen.se of joy in a single struc-
ture, your job is complete.. .until next time,
when the compelling design phase draws you
back for another go.
From most viewpoints. Coaster \s an inno-
vative, refreshing little software gem, and as-
sembling the pieces of new coaster "puzzles”
may well become an engaging and possibly
ob.se.ssive undertaking. But establishing new
levels offirst person thrills is not the strong suit
of the program. As Ted Shred, the
Evaluating Surfer Dude might say,
“Building the monster machine is,
like, tubular, man. ..but, hey, rid-
ing it through a monitor screen is
like, bogus.”
Clearly, riding a digital Matter-
horn is a far cry from the “chuck-
your-lunch” frights of the real
thing, but Coaster \% somewhat in-
effective even in its attempt.
Granted, a “virtual” roller coaster
is indeed an ambitious idea, but
while the “clackety-clack” of wheels against
rail helps audio make the grade, visual percep-
tion is left wanting — a sort of throwback to
those EGA days of yesteryear. The Coaster
track is skeletal, scenery is Mickey Mou.se (a
mountain range thrown onto the horizon),
and no, your air cannot be hurled wildly
through the air and viciously to the ground
from a poorly designed track.
Although sen.sory expectations may not be
met. Coaster presents its own little magical
kingdom in other areas, and introduces
a new twist (and a few loops) to the
gaming world, cgw
TITIT;
I'KICt:
SYSTLM;
RFQUIRFMtNTS:
J86 or belter, 1MB RAM,
VGA gr.iphics, IMB hard
drive sp.ice, mouse
)im Simmons, Dan Duncnif
Disney Soflw.ire
Burbank, CA
(800)f.B8-152()
Page H2
Ceiinpuler Gaming World
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i m G d i Cl
©AIToch lrlemaljonal, 1993 . AudioA/idcoBlondor, VidooBloiicJor, VidooSurgo, WnvaWatchcrTV, audioSHOW, gamoPlayoiTV and ProPC/TV Plus aro Irademarks o( AlTcch Inlemalional. StarXWING Wais Is a product of I
All other Irndcmarks arc the propotly ol Itieir raspoclivo holders. Spociticalions ore subject lo charge wllhout nolice.
Circle Reader Service #29
SUBBOUNDED BY ANTI-AIBCBnU.
HUNTEB BY SAMS. EVEN MACH 2 ISH’T
FAST EHBUBB. IT’S B STBBY CAPTAIN
"f
LIVE TO TEU. nrgULD YOU?
A TRUE STORY
Kuwait, May 23, 1991. Captain
Dean “D-Dawg” Pennington dives
to take out an Iraqi 85mm gun
emplacement below. “Flares, break
left!” his wingman screams. He
wrenches the stick just as a SAM
I explodes 10 feet behind his F-16.
Anti-aircraft batteries now open up
all around, engulfing him. Tbo low to
avoid the anti-aircraft, too slow to
evade another SAM, he’s faced with
a hopeless choice and less than a
quarter of a second to make it.
Lighting afterburners, he rockets to
safety before they can lock on again.
THE STANDARD BY
WHICH OTHER FIGHTERS
ARE JUDGED
Captain Pennington survived
on skill, nerve and the awesome
capabilities of the F-16 Fighting
Fblcon. Nothing aside from a true
F-1^ captures the “hair-on-fire” feel-
ing of flying America’s most deadly
fighter like Falcon'^ 3.0, Spectrum
HoloByte’s computer simulation.
FALCQN
Sf i oct nm t HotoByts
A HIGHER LEVEL OF FLIGHT
Unlike some sims, which more
closely simulate the arcade expe-
rience than the flying one, Falcon
3.0 features a depth of play
♦ * that almost rivals real
life. Like real pilots, you’ll fly
with a wingman, allowing you
SPECTTOM to engage in
aerial tactics
like bracket
HOLOBYTE mancuvers.
Instead of enemies who fly in
circles, Falcon 3.0 adversaries fly
according to true fighter doctrine
so they’re no pushovers. And
Kuwait looks like Kuwait since
real geographic theaters are
faithfully mapped.
NOT JUST A SIMULATION
OF A WARPLANE
A SIMULATION OF WAR
Fhlcon 3.0 lets you fight as part
of an entire campaign. The mis-
sions you fly play a crucial role in
your side’s success. But they’re not
hard-wired. Each result affects the
overall war effort— and determines
your next mission. -y Succeed
Rr Visa/MasterCard orders call 24 hours a day, 7 days a week: (800) 695-GAME.
For technical questions call (510) 522-1164 (M-F: 9AM-5PM Pacific Time).
and go on to hit the enemy in his
own backyard. Fail and find the bad
guys breathing down your neck.
IMig}-29 ue FALCC
Electronic Battlefield Series simulations link up.
So you don't just choose your mission, you choose your
aircraft. Care to fly for the other side, comrade?
THE ELECTRONIC
BATTLEFIELD SERIES:
THE ULTIMATE
CYBER-BATTLEFIELD
Choose from multiple aircraft,
multiple theaters, even which
side of the conflict to fight on.
Go head-to-head over a modem or
with up to six players over a net-
work. It’s possible because each
Electronic Battlefield Series
title works with the others, from
MiG-29^ to the upcoming F/A-18
simulation. There’s even a multi-
media guide to air-to-air combat
called Art of the Kill™ to help you
fly like an ace. It all starts with
FhlconS.O.
The simulation for people who
want to fly the not-so-friendly
skies.
Spectrum HoloByte
Sig-29'
FALCON
r
FALCON.^I
- P
EIECTBDNIC BATTI.EHEI.D SERIES
The fight of your life.
Circle Reader Service # 7 15
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Roadside Assistance
For Sam & Max
Scorpio Ploys The Good Somoriton
To Adventurers In Need
I t’s not enough to say that Sam and Max
Hit The Road is bent. It’s warped and
twisted enough to put a DNA strand to
shame. Imagine a pair of wacko critters roar-
ing around the countryside c;dling themselves
the Freelance Police. Almost makes you wish
for an aspirin and a flak jacket. Hey Fred!
Check the storage closet!
As a general rule, it’s Sam who performs
most of the actions in this game, but don’t
forget about his partner. When something
has you puzzled, when you’re not sure what
to do, when in doubt — use Max! Hey, it can’t
hurt.
OLay, so our boys Sam (the dog) and Max
(the psychotic rabbit) have just been assigned
a hot new case. Before running off, though,
be sure to check out the office thoroughly.
You don’t wanna be without money, or any-
thing else you might need later (walk ALL
around the place).
After some fun stuff on the staiiway, it’s
time to hit the street and find that bonded
city courier. Hmmm. He doesn’t seem to be
around. Then again, this being die game it is,
maybe he doesn’t look like you’d expect (and
just what were you expecting, anyway?).
Now it’s off to the
carnival to learn
what the problem is.
and it turns out to be a strange one; the prime
exhibit, a Bigfoot-on-ice, has vanished, and
so has Trixie the Giraffe -Necked Girl. How
did Bruno get out of the ice? Why did he take
Trixie? Where are they now? And who were
those two unpleasant types you ran into on
the way in? That’s what you’ll have
to find out as you go along. Real
detective work here. Hah!
Walk around the carnival and be
sure to talk to everyone. And you
w^zrrplay Wak-A-Rat. Yep, no way
around this one, and you do have
to win. Besides, haven’t you always
dreamt of bonking a passcl of sassy
rats? Look around the rest of that
tent, too. And don't forget to take
a ride on the Cone of Tragedy!
So now there’s the Tunnel of
Love to get through. Kinda dark in here, huh?
Maybe some extra light will help with all that
blackness. Ah, is that a fuse panel we see? Sure
looks like one. Let’s be vandalistic and blow
the fuses! You gotta be quick, though; this
one requires split-second timing (you might
say it’s almost like splitting hares).
It isn’t long after this that you talk to Doug
the Moleman. He can tell you some interest-
ing things — like about the World’s Largest
Ball of Twine and the real story behind
Bruno’s escape — for a little bribe (where to
get it ought to be pretty obvious).
I know you’re eager to rush off to the twine,
but visit Trixie’s trailer
first so that you can get
Gator Golf on the map
(saves a little time). This
twine episode is a little
tricky, and you’ll be
coming back here more
than once, so don’t ex-
pect to get everything
done on the first visit. For now, it’s enough
to talk to the weirdo who bends wrenches
with mental power. And you can mess around
with the binoculars if you like, but that’s
really for later.
So what’s next? How about that World of
Fish, eh? (Remember not to leave empty-
handed!). Say, that big fake fish on the left
sure looks interesting. I wonder if anything
might be inside? Or, if not, maybe something
might go in there instead. A couple of some-
things, even. At least it solves one of the
problems with the ball of twine.
Now let’s go see what this Gator Golf is all
about. Wow, miniature golf with alligator
hazards! Whatta concept! And speaking of
hazards, there’s Conroy Bumpus and his
stooge again. In hardly any time at all, Sam is
out cold, and poor Max is trapped in the
Dunk-the-Beast.
Before rescuing Max, have a little fun with
the golf course (I just loved dunking Max a
few times myself!). Then it’s down to serious
stuff, like getting over to him without being
chomped by alligators. Maybe you can give
them something else to chomp on (Conroy
comes to mind, but he’s not available, so
you’ll have to fish around for an alternative).
I^cige 86
Cainoiiter Gaming World
CHIPS & BITS
PO BOX 234 ROCHESTER VT 05767 DEPT 10036
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'ORIGAMO' Advance through the maze by successfully
completing each unique puzzle. You plan the placement of
blocks and shapes on the puzzle as a conveyor belt moves
along or your blocks will stack up and time will run out. S39
‘STAR WARS;
REBEL ASSAULT'
Take control of a
StarWars vehicle in
challenging piloting
& combat sce-
narios. Hone flight
& combat skills to
defend Tatooine
against Imperial at-
tack, challenge the
menacing walkers
of planet of Hoth
and combat the
Empire in intense
deep space
battles. CD S46
‘METAL & LACE'
The gorgeous Robo
Babes are expect-
ing you and you'll
get a welcome you
won't soon forget.
Strapped in Robo
armor&loaded with
special weapons,
the talking Robo
Babes will have you
gripping your joy-
stick & wiggling the
gimbal all night
long! Contains vio-
lent fighting scenes
Ssexy graphics. S32
■OPERATION
CRUSADER' is set
in the expansive
reaches of the
Libyan & Egyptian
deserts during
WWII.Six historical
scenarios will show
you first hand what
open field tactics
and desert combat
are really like. Ex-
perience the cursed
Hellfire Pass, & see
for yourself if you
can earn the title of
'Desert Fox.’ S34
■THE C.H.A.O.S.
CONTINUUM' is a
fully interactive
movie experience
containing spec-
tacular animation,
and special effects.
Titan Colony Is be-
ing held captive by
a vast, orbiting
computer. Only
you can find a way
to stop it. Features
innovative image
control & random
events to improve
playability. CDS42
IBM HARDWARE
IBM ADVENTURE
IBM ADVENTURE
IBM BUNDLES
Acoustic Research P42S159
Acoustic Resrch P570 S319
Acoustic Resrch P622 S239
AdLib Sound Card S34
Adv Gravis Ultrasound $129
CH Weapon Contd Syst $44
Command Control Pad $16
Fighter Stick $79
Flight Slick $36
Flight Stick Pro $57
Labtec CS-150 Speakrs $17
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Maxx Cobra Flightstick $54
Pilot Control Stand $19
Pro Audio 1 6 Basic $1 09
Pro Audio Spectrum 1 6 $1 49
Pro Audio Studio 16 $199
Reel Magic Video Upgd$399
Sony SRS7 Speakers $9
Sony SRS9 Speakers $14
Sound Blaster 16 ASP $214
Sound Blaster 16 Bas $119
Sound Blaster Deluxe $82
Snd Blastf Disev CD 16S399
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Snd BIstr Edutn CD 16 $519
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Snd Blastr Pro Deluxe $124
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Snd Galaxy NX2 wSpkrsS79
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SGIxy NXPRO MM Kit $399
Sound Machine $94
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Thrustmstr Game Card $27
Tmaster Rudd Cent SystS99
TmasterWCSMark2 $94
Video Blaster $349
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101 Sex Postions 2 CD S44
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BodycelloCD $12
Busty Babes CD $32
Centerfold Squares $21
Debby Does Dallas CD $38
Deep Throat CD $36
Dreamgirl $32
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High Volume Nudes CD $26
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Nova Collection V. 1 CD $26
Paradise Club CD $46
Penthouse Jigsaw XXX $12
Phone Sex CD $15
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Playboy Eiectrnc DatebkS42
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Southern Beauties CD $26
Strip Poker 3 $19
Strip Poker Professional $34
Strip Pokr3 Disk 1-6 ea $16
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The Devil Ms Jones CD S34
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Wicked Q-Time Mov CD $42
Womn Who Love Mn CD $26
Women of Venus CD $22
Adv Willie Beamish EGA319
Riftwar Legacy VGA
S39
ADD Starter Kit
S35
Alone in Ihe Dark 2
$36
Ringworld
S35
Air Combat Classics
S42
Amazon
$19
Robocop 3
$32
Combat Classics
S19
Bloodnol
$39
Sam & Max Hit Road
$36
Eye of Beholder Collect
S52
Blue Force; Nexl of Kin
$42
Secret Monkey Island 2
$21
Eye of Beholdr Trilgy CDS52
Casl Wollstn Spr DestnyS32
Shadow Caster
$45
Falcn 3.0 w/Tmastr FCS $99
Companions of Xanth
$34
Simon the Sorcerer
$32
Gateway Collectn 1 & 2
$32
Daemonsgate
$32
Space Quest 1 VGA
$16
Land Sea Air 2
$29
Dark Seed
$28
Space Quest 5 VGA
$36
Lost Trea Infocm 2 or CD$29
Day of the Tentacle
$35
Spellcasting 201
$36
Max Pac
$16
Dragon Knight 3
$49
Spellcasting 301
$34
Maxim Overkill w/Disk
$45
Dragon's Sphere
$42
Star Reach
$36
Perfect General Trilogy
$36
Dreamweb
$36
Star Trek 25th Annivers
$32
Space Quest Bndle 1-4
$42
Elf
$24
Star Trek Judgmnt Riles $38
Spellcasting Bundle CD
$32
Epic
$32
Starship
S39
Task Free 42/Red Storm
$35
Eric the Unready
$21
Terminatr 2029 Op Serg
$19
The Victory Pack
$36
Flashback
$32
Terminator Rampage
$42
Ultima Trilogy 2
$48
Fred Phark Fronlr PharmS38
Terror o( Ihe Deep
$36
Wing Comm 1 DIx or CD $48
Frontier Elite 2
$39
The Dig
$42
Wizardry Trilogy
$32
Gabriel Knight
$39
Under a Killing Moon
S43
Wizardry Trilogy 2
$34
Gateway 2:Homeworld
$32
Where in Space Deluxe
844
Hand of Fate
$34
Yserbius
328
1 IBM CD ROM
1
Hired Guns
$32
Inca 2
Indy Jones 4 Fate Allan
$42
$36
1 IBM ARCADE
7th Guest 2; 11th Hour
$65
Innocent Until Caught
$34
7lh Guest OEM
$35
Jack the Ripper
$39
Aliens Ate My Babysitter $19
Aegis: Guardian Fleet
$54
King’s Quest 6 VGA
$45
Cogilo Windows
$34
Alone in the Dark
$48
King's Ransom
$36
Dragon's Lair
$22
Arctic Baron
$29
Kronolog : Nazi Paradox $36
Dragon Lair 2 or 3
$34
B17 Flyng Fortrss OEM
$26
Laura Bow 2
$39
Eight Ball Deluxe
$38
Backroad Racers
$43
Legend of Kyrandia
$32
Geekwad Gam GIxy CD $21
Barny Bear Goes SchoolS23
Leisure Suit Larry 5 VGA$24
Gobliiins 3
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Battle Chess OEM
$24
Leisure Suit Larry 6
$42
Guy Spy
$24
Bloodnel
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Lost Files Sherlck Holm
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Highway Patrol 2
$27
Blue Force; Next of Kin
$39
Merchant Prince
839
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BuzzAldrin Race Space
: $59
Out of this World
$36
Incredible Toons
$29
Campaign
$35
Police Quest 3 VGA
$36
Metal & Lace
$29
Castles 2
$49
PoliceOuest4 DOS/WIN $44
Prehislorik
329
Chessmanc 5 Billion & 1
IS35
Prince of Persia 2
$44
Silverball
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Conan OEM
$18
Proleague Football '94
$39
Space Ace 2
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Curse of Enchanlia
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Return of Ihe Phantom
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Street Fighter 2
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Cyber Race
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Return to Zork
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Take-A-Break Pinbll WIN $28
Cyber Space
$38
Rex Nebuir Maslr Ediln
$32
Tristan Pinball
$19
Daemonsgate
$32
Circle Reader Service tt38
Darksun CD $52
Day of the Tentacle $45
Dracula Unleashed $49
Dragon's Lair $39
Dune $54
Dune OEM $34
Dungeon Hack $34
Eric The Unready $36
European Racers $41
Eye of Beholder 3 OEM $24
F117& F15SE 2 0EM $28
FI 5 Strike Eagle 3 OEM $26
Fantasy Empires $45
Fascination 839
Fatty Bear Birthday SurpS38
Gabriel Knight $45
Gateway 2 $34
Gobliiins $30
Great Naval Battles $55
Gunship 2000 OEM $26
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Hell Cab $52
Hypnotic Harp $34
Inca 2 CD $42
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Interplay's 10th YfAnlh $48
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Jungle Book WIN $19
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King's Quest 5 OEM $19
King’s Quest 6 $45
King's Quest 6 OEM $29
King's Ransom $38
Labyrinth of Time $48
Lands of Lore S44
LwnMowr Mn Sern Savr $36
Legend Kyrandia OEM $24
Leisure Suit Larry 6 $46
Loom OEM $19
Lord of the Rings $45
Lost in Time $19
Mad Dog Mcree $34
Hey, what’s this? It’s a sno-globe from the
Mystery Vortex! (You didn’t see that? You
didn’t look close enough!). If Sam and Max
weren’t twisted enough before, they’re sure
gonna be after a visit to this bizarre place!
lading the mini-vortex is fun, but it’s really
important later on. What you have to do here
is find Shuv-Oohl. Look at all those doors.
Maybe he’s in back of one of them? Could be,
but just try getting through ’em. Not so easy,
is it?
Meanwhile, all this getting taller and get-
ting smaller stuff makes you feel like Alice in
Wonderland, huh? Well, you reflect on that
for a little while. And when you get to the
secret of the Vortex (there’s r/jreeof ’em; don’t
miss the far right!), be sure to check out all
the pretty colors.
So now you talk to Shuv-Oohl, but he
wants something (like his ring from inside the
big ball of twine) before he’ll tell you any-
thing important. Hey, no problem, haven’t
we done harder stuff already? All you need for
this is a big reach, a helping hand, and a little
attractiveness.
And while you’re at the twine, use those
binocs to locate Frog Rock (you DID fix
them sometime or other, right?). What’s that?
You say everything looks too small? Wak!
Wak! Wak! (Got the idea now?)
Okay, so you give Shuv-Oohl the ring, and
he gives you some stuff and some instruc-
tions. Just follow them (I will not attempt to
describe the results, just do it and see for
yourself), and then it’s on to lovely Bumpus-
villc!
’I'hat’s right, the home of Conroy Buinpus
himself. Be careful what you grab in here;
some things are safe and some aren’t. But it’s
okay to talk to Lee-Harvey (in fact, you can
get some inter-
esting info from
him), and you
don’t want to
miss the floor show. Especially not that, since
you finally catch up to Trixie and Bruno, sort
of There’s just this little alarm system you
have to do something about first (doing
something about Conroy will be a little fur-
ther in the future).
So you gotta do something about Lcc-
Harvey. After Gator Golf, it’s obvious that
sheer physical violence isn’t the answer (a
great disappointment to Max, no doubt).
However, Lce-H isn’t too bright. A little
adroid diversion should be enough for that.
Facing the dragon can be a little tough.
Maybe frustrating, ’cause he seems to have
only one vulnerable spot (believe me, I tried
’em all!). Need a hint? Just look at the title of
this column (talk about giveaways!).
Ail right, so you free up Trixie and Bruno,
but they aren’t interested in going back to the
carnival (can’t blame ’em). Instead, they take
off for the Savage Jungle Resort and the Big-
foot part)'. Sure, you can follow them there,
but not being Bigfoots (Bigfeet?), S&M can’t
get in. At least they can talk to Evelyn Mor-
rison. Those brochures are handy for lighting
up Mount Rushmore and Celebrit}' Vegeta-
bles (using GREAT restraint, I make no fur-
ther comments on that last one!).
Mt. Rushmore is a great place for bungee-
jumping. Just remember you’re not doing
this for fun. There’s a reason for almost plop-
ping into that tar pit. And don’t miss the
dinosaur exhibit. Y’know, that woolly mam-
moth loolcs prett)' hot with all that fur on
him.
Okay, okay, you figured out our boys have
to disguise themselves as a Bigfoot to get in,
bur even all dressed up, there’s no way past
the bouncer. Unless you do him a favor, that
is. He sure has trouble with his big feet (heh).
So what can you do about it? “1 gotta go, 1
gotta go!” (See how cleverly I snuck that hint
in there? Ouch!)
So now you’re at the part)' (Sam and Max
sure make a cute Bigfoot). Talk to all of ’em
ifyou like, hut the real action is in the kitchen
(a hard place to find, as it’s not evident on the
screen; go left near the dancers).
Hmmm. A freezer? Anything
inside? Nope, it’s empty right
now. Wliat about that back
door.. .wonder where it leads.
OOOPS! Look who just walked in: Conroy
and Lee-Harvey, and they’re about to snatch
Sam and Max as a Bigfoot prize (yeah, some-
times Conroy isn’t too bright, either). What
to do?
Well, really the only thing is to show Con-
roy what a mistake he’s making (this is a little
'\^ tricky, since just talking to him isn’t enough;
play with your inventory). Of course, that
gave Conroy the idea of him and Lee-Harvey
using the disguise to spy on the Bigfoots
(Bigfeet?), and they step into the freezer to
put it on (hey, I said these guys weren’t too
bright!!).
Do I have to say what comes next? Didn’t
think so. Anyway, having done a big favor for
the Bigfeet, Sam and Max are made honorary
hotshots of the tribe and taken to the final
puzzle of this crazy adventure — the four to-
tem poles — which, befitting an endgame, is
the toughest section of the game.
Actually, it’s not too hard when you realize
that each pole represents an item, and when
you figure out what the item is, you just hand
it over to the chief Simple, eh? Okay okay,
maybe not. I admit, 1 spent a lot of time tr)'ing
to use the items on the poles themselves until
I tried giving the stuff to the chief (hey, I have
my off days, too).
So let’s see here. Ya need something from
Celebrity Veggies (and it ain’t Conroy; pic-
ture something else). Ya need something
from Mount Rushmore (think D.D.S.). Ya
need something from Conroy’s mansion
(yawn). And ya need a little something from
Mystery Vortex, after you find a plug (hie).
Then just sit back and enjoy the fun. Espe-
cially enjoy Max’s bright idea for returning
the Bigfoot to the carnival. A perfect ending!
And that’s about it for now. Remember if
you need help with an adventure game, you
can reach me in the following ways;
On Delphi: visit the GamcSlG (under the
Groups & Clubs menu).
On GEnie: Stop by the Games Round-
Table (type: Scorpia to reach the Games RT).
By US Mail (enclose a self-addressed,
• stamped * envelope if you live in the United
States): Scorpia, PO Box 338, Gracie Station,
New York, NY 10028.
Until next time, happy adventuring! cbw
Pu^c .V«
Computer CHiiiiini^ Work!
CHIPS & BITS
PO BOX 234 ROCHESTER VT 05767 DEPT 10036
FREE GAME OFFER
Call 800-699-4263 Fax 802-767-3382
Int'l nn9_7R7-'3n')‘% finiirro inn!%A
ACES OVER EU-
ROPE’ Experience
the intensity of
aerial combat in the
European Theater
ofWWll. Fly with pi-
lots from the U.S.
Air Force, R.A.F. &
German Luftwaffe.
Patrol the front
lines, target supply
depots & come face
to face with ground
targets and artillery
bunkers. Fly a
single mission or a
tour of duty. $39
‘ULTIMA VIII: PA-
GAN' You are im-
prisoned on a dis-
tant world where
the forces of the
Guardian hold ab-
solute command.
Without allies or
even a familiar
frame of reference,
you must learn to
defeat the ruling
Elemental Titans
on their own terms
in your quest to
bring the battle to
the Guardian. $52
'BIOFORGE' After breaking free of your security cell, you
enter the ruins of an ancient alien civilization. There is a
hostile alien on the prowl & an emergency situation to bring
undercontrol. 3-D synthetic actorB& rendered backgrounds.$52
‘EARTH INVA-
SION’ For Win-
dows. On patrol in
earth orbit you hear
Ihe first reports of
a giant Cyborg
Mothership. Only a
few thousand miles
from the planet, it
has launched an
attack on ground
defense systems.
Total surprise has
rendered the
planet helpless.
You're civili-zation's
only hope. $24
•UNDER A KILL-
ING MOON' trans-
ports you to the vir-
tual world of the
feisty detective Tex
Murphy. New fea-
ture allows you to
save and splice
scenes together.
Digitized voices &
sound effects and
amazing level of
detail & freedom of
movement make
this game visually
and aurally stun-
ning. S43orCDS48
IBM CD ROM
1
■ IBM EDUCATIONAL 1
■ IBMHINTBOOKS
Man Enough
$45
Auto Map
$39
Dynamix GriWar Planes$16
Maxim Overkill Bundle
$59
Castle of Dr Brain VGA
$19
Eye of Beholdr 1 or 3 ea $1 0
Microcosm
$49
Dinopark Tycoon
$34
Fred Pharks Fron Pharm $8
Morph Man
$32
Discovrs of Deep or CD
$37
Gabriel Knight
$10
Myst
$64
Dyno-Quest
$29
Gateway Sav Frontier
$10
NFL Coaches Club Fball $32
Eagle Eye Mysteries
$32
Hand of Fate
$10
Omar Sharif Bridge DLX $46
EcoQuesI 2 VGA
$34
Indi Jones 4 Fate Allan
$10
Outpost
$48
Fatty Bear Bday Surprs
$32
King's Quest 1-6 ea
$10
Phantasmagoria
$59
Island Of Dr. Brain VGA
$29
Leisure Suit Larry 1-3 ea$10
Police Quest 4
$45
Mario Teaches Typing
$26
Loom
$10
Protostar
$39
Mavs Bn Tch Typ WIN
$34
Lord of the Rings V2
$6
IBM ROLE PLAYING
IBM ROLE PLAYING
IBM SIMULATIONS
Putt Putt Goes Moon $44
$39
$48
$48
Quest for Glory
Rebel Assault
Return To Zork
Return to Zork OEM $32
Sam & Max Hit Road $45
Scrabble Deluxe $25
Secret Monky Isind OEM$19
Seed Weap Luflwff OEM$1 9
Shadow of the Comet $48
S Holmes Con Det 1or2 $36
Shuttle $29
Sim Ant/City/Earth each $48
Space Quest 4 OEM $1 6
Spectre VR
$45
Star Trek 25 Anniversar $55
Slar Wars Chess
$49
Star Trek Next General $46
Stronghold
$36
Terror of the Deep $36
Orbits: Voyge Solar Sys $29
Petr Pan Story Paint Adv$34
Print Shop Deluxe $49
Print Shp Olx Bus Graph$29
Putt Putt Joins Parade $32
Putt Putts Fun Pak $19
Quark Quaysoo VGA $29
Reader Rabbit 1 $32
Reader Rabbit 3 $32
Secret Isind Dr. Quandfy$38
Slater & Chari Go Camp $29
Speedreader WIN $30
Slickybear Reading $24
Slickybear Shapes $29
Stickybear Spelling Tutor$32
Student Writng Cent WIN$32
Sup Solvr: Giz & Gadgt $26
Treasure Cove $29
Treasure Mountain $39
TreeHouse $39
$32
Tetris Gold
The Journeyman Project $48
Tornado $42
Ultima Undenivorld 1 & 2 $59
Under a Killing Moon $48
Where in World Deluxe $59
Who Kill Sam Rupert $21
Wing Command Ultima 6$57
Wing Commd Ultima UW$55
Wolf Pack $42
World Circuit $34
World of Xeen $42
Wrath of the Demon $29
IBM HINT BOOKS
Advent Willie Beamish $10
$10
Bard's Tale 1 ,
Blue Force: Next of Kin $10
Castle Wolfenstein 3D $1 0
Civilization $16
Dark Queen of Krynn $10
Darklands $14
Death Knights of Krynn $10
Lost Files Sher Holmes $10
Magic Candle 2 or 3 ea $10
Might & Magic 1 & 2 $10
Might & Mag 3, 4 or 5 ea$1 6
OtfBk of Ultima Sec Ed $16
Off Gde King Ost 3rd Ed $16
Off Bk of Police Quest $12
Police Quest 1 ,2 or 3 ea $1 0
Populs 1&2 0ff StriBk $16
Power Monger Strategy $16
Privateer Playtester Gde$16
$8
Dungeon Master
$10
Protostar
Quest for Clues 2-4 ea $21
Quest for Clues 5-6 ea $16
Quest for Glory 3-4 ea $10
Questbustrs: Book Clue $18
Realms of Arkania $14
Return to Zork $9
Seen Monk Isl 1 or 2 ea $10
Shadow Caster $18
Simeity/Simearih Book $20
Space Quest 1 - 4 each $10
Spellcasting 201 Bk $10
Star Trek 25th Aniv $9
Strike Commandr Off Bk$14
Tales MagiciProph Shad $12
Ultima 4 - 6 each $10
Ultima? & Underwrid 8k$16
Ultima 7.5 Balanc Seals $16
Ultima Avatar Adv Book $16
Ultima U Stygian Abyss $12
Wizardry? $16
Yserbius $10
Arena; Elder Scrolls $44
Black Crypt $32
Bloodstone $27
Champions $37
CHARACTER EDlTORS$16
Cobra Mission $39
Curse of Azure Bonds $1 5
Cyber Space $39
Dark Sun $47
Drk Sn Gry Isle Exp Pak $34
Darklands $37
Disciples of Steel $29
Dungeon Hack $42
Dungeon Master $29
Dungeon Master 2 $36
Elernam $19
Eye of the Beholder 1 $14
Eye of the Beholder 3 $42
Forgotten Castle $49
Lands of Lore $34
Legacy: Realm Of Terror $39
Legend $22
Lord of the Rings VI $32
Lord of the Rings V2 $37
Megatraveller $24
Might & Magic 3 $36
Might & Magic 4 or 5 ea $39
Pirates Gold $39
Pools of Darkness $38
Quest for Glory 4 $42
Realms of Arkania $35
Red Crystal $34
Rome: Pathway Power $29
SpellcralLAspect Valor $19
Star Saga 2 $19
Stonekeep $52
Stronghold $36
Tales Magic;Proph Shad $16
The Gerries Curse $45
Ultima 7 Black Gate $46
Ultima 7 Forge of Virtue $16
Ultima 7.5 Serpent Isle $48
Ultima 7.5 Ser Isl Sp Pk $18
Ultima 7.5 Part2Silv Sd $20
Ultima 8: Pagan $52
Ultima 8: Pagan Sp Pk $17
Ultima Uwrtd 2 Labymth $46
Ultima Uwrid Styg Abyss$19
Indy Car Racing $39
M4; Sherman Tank Sim $34
Maximum OverKill $43
Maximum Overkill MD 2 $32
Waxwoiirs
$19
Mechwarrior 2
$42
Wizardry 6 Cos Forge
$34
MIG 29
$48
Wizardry 7 Crusaders
$32
Microsoft Flight Sim 5.0
$46
Msit Sim5 NY/DC/Par ea$29
1
■
Microsoft Fit Sim 5 SF
$32
1 IBM SIMULATIONS |
Microsoft Space Sim 1.0 $44
Pacific Strike
$52
ATP 2.0
$29
Privateer
$48
ATP Flight Sim 1.00
$29
Privateer Special Oper
$22
A10 Avenger
$46
Rally
$29
A320 Airbus
$36
Red Baron VGA
$36
Aces Over Europe
$39
Sea Wolf
$48
AcesEurop Miss lor2 ea$27
Seal Team
$37
Aces of the Deep
$42
Spectre Virtual Reality
$38
Aces of the Pacific
$39
Speed Racer
$34
Across the Rhine
$42
Strike Commander
$41
Airstrike Pacific 1942
$48
Strike Com Spec Ops 1
$22
Armoured Fist
$52
Sub War 2050
$36
B17 Flying Fori Classic
$19
Syndicate
$39
Battle of Britain
$34
Task Force Admiral Pack$45
Combat Classics 2
$29
Tie Fighter
$48
Cyber Race
$32
Tornado
$48
Delta V
$48
W C 2 Operation 2
$22
Design Your Own RR
$19
WC 2 Speech Mod
$13
Elite 2
$39
W C Secret Mission
$20
Elite Plus
$19
WeSec Missi &2BndS20
FI 5 Strike Eagle 2
$18
Wing Commanders
$52
Falcon 3.0
$46
Wing Commad Acadmy $32
Falcon 3 Sen 1 Fight Tgr$24
Wings of Glory
$52
Falcon 3 Sen 3 FA 18
$32
World Circuit
$35
Falcon 3 Sen 2 MiG 29
$32
X-Wing
$40
Flat Top
$48
X-Wing Miss Diski or 2 $18
Fleet Defndr F14 Tomcat $48
Flioht Sim ToolKit
$58
1
Great Nav Bat Am in All $21
■ IBM SPORTS
Great Nav Batt Sen Bid
$24
Great Naval Battles 2
$39
APBA Baseball
$24
Gunship 2000 VGA
$37
Baseball for Windows
$46
Gunship 2000 Seen Disk$24
David Robinsn NBA Act S44
Hairier Assault
$32
Front Page Football Pro $45
Cirrip Rp;trlpr ‘ien/irp
Review
Darth Vadei*
The Terminolor
Star Wars And T2 Meet In A 64-Square Universe
by Jay Kee
C hess has been around for centuries. It h:us outlived empires
and dynasties, survived wars and rebellion, and transcended
endless attempts to analyze it. There is a certain symmetry, a
fascinating depth to the game that will sustain it into the next
millennia and beyond. In the fickle world of games, it has uncanny
staying power. Maybe that’s why so many have tried so hard to
re-invent it. Although there have been variations like Archon and 3D
Chess, no one really succeeded in doing anything really different with
the grand old game until Battle Chesshii the shelves.
Battle Chess took the simple premise of dramatizing the actual
capture of pieces without altering the rules of the game. It was
successful, and it naturally resulted in several sequels, including the
latest release of Interplays Battle Chess 4000. On the down side, it
also spawned a host of imitations and look-alikes — some good, some
bad, most mediocre. The latest entries in the Battle Chess look-alike
contest come from Capstone with Terminator 2: Judgment Day Chess
Wars, and Software Toolworks with Star Wars Chess.
Not content with simply imitating the format with animated cap-
tures, these games introduce a new element: Hollywood. Both games
are based on mega-hit movies. The boxes and literature and game
graphics draw heavily on themes, music and characters from the films.
The idea .seems to be that if you loved the movie, you’ll buy die game.
Let’s set aside the packaging and cinematic cross-promotion for a
while and take a look at the actual games.
Use the Force, Luke. Castle Kingside!
Software Toolworks’ Star Wars Chess runs exclusively under Win-
dows 3.1. The minimum hardware requirement is a 386-33 with 4
MBs of RAM, MPC-rated sound card and CD-ROM drive, and
SVGA graphics capability. A 486-33 is recommended. The one catch
Star Wars Chess
TITLE:
PRICE:
SYSTEM:
REQUiREMENTS:
PUBLISHER:
Star Wars Chess
S-J-LSS
IBM CD-ROM
386 33MHz, 4MB RAM, SVGA
graphics, CD-ROM rJrive,
Windows 3.1, Microsoft Mouse,
MPC-Raled Sound Card
The Software Toolworks
Novaio, CA
{415)803-3000
here is the Windows driver you’re using. If you aren’t running a
640x480x256 color driver, you’ll have to use Windows Setup to
reconfigure before the game will run. If you don’t have a 256-color
driver, you’ll need to get one — either from your graphics card manu-
facturer, your dealer, or the Windows support library on one of the
major commercial nets, like GEnie or CompuServe.
'fhe game runs full-screen in 640x480 and looks every bit as good
as in 800x600, which runs inside a non-rcsizable window. The SVGA
graphics are sharp, smooch and very attractive. The pieces are faithful
reproductions of various Star characters, creatures and mechani-
cals, and the backgrounds for the two 3-D boards are detailed without
being cluttered.
Both music and sound effects arc excellent — this is a CD, after all.
Strangely enough, music and sound-effects are not independent
options. If you turn the music off, you lose the sound effects as well.
As nice as the music is, it gets monotonous after awhile, and it would
be nice if you could turn it off without losing the effects.
Being a Windows game, Star uses a mouse interface. The
pieces are moved by a drag-and-drop method that’s a bit awkward
until you learn to place the pointer slightly above the target piece.
Until you do, you’ll invariably click on the wrong piece.
The game menus also take some getting used to. Options are
selected through a scries of icons located in the lower left corner of
the screen. Clicking on an icon will bring up another row of icons
which contain specific options, highlighted in text in a window bar
to the right. Once you get the hang of it, it’s really very comfortable.
Game options are limited to barc-boncs basic chess settings, which
include taking back moves, choosing side and opponent, forcing
moves, replaying moves, or asking for hints. Play levels arc uncompli-
cated and single-tiered, consisting simply of five choices ranging from
T2: Judgment Day Chess Wars
Terminator 2: Judgment Day
■ ^ * I — 1 - j ^ ^
Chtss Wars (Willi Grandmaster Chess)
PRtrF-
$49.95
sYsitM:
IBM CD-ROM
iirfmfnts-
386 33MHz, 1MB RAM, 10MB hard
drive space, VCA/SVGA graphics,
mouse; supports AdLib, Sound Blaster,
1
PAS, Roland, Covox Sound Boards
HH li
sound cards
iiBBBII I'UBLISHLK:
Capstone
liFL* !
Miami, FL
(30S) 591-5900
Page 90
Computer Gaming World
CHIPS & BITS
PO BOX 234 ROCHESTER VT 05767 DEPT 10036
FREE GAME OFFER
See Last Pege for Oetalla
Call 800-699-4263 Fax 802-767-3382
Int'l 802-767-3033 Source 1 0036
•THE GRANDEST
FLEET’ Experi-
ence the grueling
campaigns, the
agony of defeat &
the exhilaration of
Victory! Allocate
natural resources
to build missile
sites, radar sta-
tions, shipbuilding
facilities and Su-
perships. It is up to
you to destroy your
nemesis. Modem
play and random
maps. S36
‘STAR REACH' You are on a quest to conquer & colonize a
galaxy of alien worlds in a mind-bending, real-time universe.
Rrst you must overcome hostile climate conditions, ward
off enemies, calculate risks & make tactical decisions. S36
‘1942: THE PACIFIC AIR WAR' Dodge the relentless gun-
fire of Japanese Zeros. Execute gravity twisting dive-bomb
attacks. Attack enemy bombers in a desperate light to save
your carrier. Wrtual Cockpit allows wewing In all directions. S4B
‘PEBBLE BEACH
GOLF LINKS' is
the first in a series
of LINKS CLASSIC
EDITION courses
made for the
LINKS 386 PRO
with VGA graphics
Designers and pro-
grammers spent
more than a year
reproducing every
nuance of Pebble
Beach . Users will
feel like they've ac-
tually played the
course! $24
'REELMAGIC Provides a complete package allowing full
playback of video & stereo sound including an MPC-2-CD-
ROM drive, deluxe speakers, primiere entertainment titles
and the ReelMagic controller. CD Kit $699 or $ Board $389
IBM STRATEGY
IBM STRATEGY
IBM STRATEGY
IBM TRADITIONAL ■ IBM WAR GAMES
Hardball 3 Collection
$39
Battles of Destiny
$36
Maelstrom
$36
Theatre of War
$16
Monoply Dlx DOS or Win$29
Borodino Napoln Invad
$29
Hardball 3 Players Disk
$16
Breach 3
$36
Master of Orion
$39
Theatre of War Set 1
$21
OShrf Bridge DOSorWir
i$32
Bravo Romeo Delta
$24
Jack Nicklaus Sign Ed
$27
Caesar
$29
Mega Lo Mania
$19
Unnatural Selection
$38
Pinball Dreams
$29
Campaign
$32
Joe Montana Football 2
$42
Campaign 2
$36
Napoleonics
$34
Vikings Fields of Conq
$19
Pool Shark
$15
Campaign Mission 1
$18
LH Pro Basketball
$36
Capitalist Pig WIN
$19
New World Order
$38
Vikings Fids Cnq Enhan
$34
Positronic Bridge
$30
Carrier Strike
$39
LH Pro Bktfaall 89-90 Tm $1 6
Carriers at War
$19
Nobunaga's Ambition 2
$37
Visions of Aftermath
$16
Risk WIN
$26
Carrier Strike Exp Pak
$19
Links Crses 2 • 5 ea
$17
Carriers at War 2
$39
Objection Enhanced
$42
Walls of Rome
$39
Russian Six Pack WIN
$19
Civil War No Grtr Glory
$21
Links Crses 6 Barton Ch
; $9
Carriers at War Cons Kii
I $29
Operation Crusader
$34
War in the Gulf
$19
ScrabbI Dlx DOS or Win
$26
Dreadnoughts
$34
Links Crses 7 Troon No $17
Castles 2
$36
Paladin 2
$34
Warlords 2
$39
Scribler
$34
Dreadnoughts Bismark
$29
Links Pro 386 Golf
$34
Chssmstf 4000 Tur WIN
$36
Patrician
$34
Warlords 2 Seen Editor
$29
Shanghaii 2
$29
Dreadnoughts Deluxe
$59
Links Pro Crses 1 - 5 ea
iS19
Civilization
$44
Perfect General
$34
When Two Worlds War
$34
Solitaire WIN
$26
Dreadnoughts Ironclads
$29
Links Pro Firestone
$20
Civilization WIN
$42
Perfect General 2
$44
Worlds at War
$19
Solitaires Journey
$34
Drums of Glory
$44
Links Pro Pebble Beach S24
Clash of Steel
$39
Perfect Gen Seen 2 20th$23
Star Wars Chess
$38
Fall Gelb
$36
ML 1950-80S WId Ser eaS17
Conquer for Windows
$36
Perfet Gen Sen Dk WW2$21
■
.. I
Super Jeopardy
$19
Fifth Eskadra
$36
ML Bball All Teams ea
$20
Conquered Kingdoms
$34
Populous 2
$26
■ IBM 1 MAUI IIUNAL. ■
Super Tetris
$29
Gary Grigsby Pac War
$45
ML Bball Manager's Ch
$19
Conquerd Kingdm Sen 1
$24
Populous Promisd Lnds $14
Swap
$29
Gary Grgsby War Russ
$45
ML Football 2
$39
Dark Star
$36
Rags to Riches
$36
Battle Chess 4000 VGA $24
Tactical Wizard
$39
German Raider Atlantis
$26
Madden Football 2
$17
Detroit
$36
Railroad Tycoon 2
$40
Battle Chess EGA/VGA
$18
Tke-A-Brk Crosswrd WINS24
Gettysburg tntr Batt Sim
i$34
ML 82-89 BsballSeaoa$17
Dominion: One King Life
I $41
Railroad Tycoon Classic $19
Battle Chess WIN
$18
Terminator 2 Chess Wrs
$37
Gettysburg:Tum Point
$36
Micrige Bball 4 USA Tod
$28
Dominus
$39
Realms
$16
Bridge 7
$24
Tesserae WIN
$16
Grand Fleet
$36
Micrlge Bsktball
$28
Dune 2
$34
Robo Sport WIN
$34
Bridgemastf DOS or Win$29
Tetris Class DOS or Win
$26
Grey Seas, Grey Skies
$36
Microsoft Golf for WIN
$48
Empire Deluxe
$35
Romance 3 Kingdoms
$42
Caesars Palace WIN
$17
Trump Castle 3
$29
Harpoon Design Ser 2
$25
NFL Challng Prem Edit
$59
Empire Deluxe Seen 1
$21
Romance 3 Kingdoms 2
$39
Casino Game Pak WIN
$32
Vegas Games Pak WIN
$19
High Command
$45
NFL Coaches Club
$36
Empire Deluxe WIN
$35
Romance 3 Kingdoms 3
$36
Checkmate DOS or Win
$36
Virtual Reality Studio 2
$49
In Harms Way
$36
NFL Video Football
$29
Fantasy Empires
$39
Rules of Engagement 2
$34
ChessManc 5 Billion & 1
$42
Welltris
$15
Kampfgruppe
$59
NHL Hockey
$44
Fields of Glory
$34
Second Conflict WIN
$34
Chessmaster 3000
$29
Word Tris
$27
Long Lance
$39
QuarterPole
$30
Fort Apache
$19
Seven Cities Gold 2
$36
Classic 5 WIN
$30
World Series Poker
$24
Main Batt Tank C Germy $36
Road to the Final Four
$37
Genghis Khan 2
$36
ShadowGatoWIN
$32
Cribbage Master
$29
Malta Storm
$36
Tom Landry Football Dlx
$29
Gettysburg
$29
Sid Meir's Civil War
$58
Dealer’s Choice
$19
■
- ■
Man of War
$36
T LRussa Bbll2 92 Team
$14
Gttysbrg: IntracI Bat SimS34
SimCity 2000 DOSAVin
$42
Dr Floyds Desktop Toys
$14
■ IBM WAK UAMbB ■
Mare Nostrum
$26
TLRssa 8B2 TD1992
$16
Global Domination
$29
SimCity Class DOSAVin
$27
Dr Thorp's Blackjack
$32
Northern Fleet
$36
TLRussaTms 1901-68
$15
Great Nav Batt Adml Pk
$49
SimAni
$29
Gambit Kasparov’s
$39
Action North Atlantic
$26
Operation Overlord
$36
Unnecessry Roughness
$34
Harpoon 2
$48
Simeity
$27
Game-Maker Ver 2.0
$49
Action off River Platte
$26
Pac Storm Midwy Cpgn
$36
Wayne Gretzky Hock 3
$36
Harpoon 2 Battle Set 1
$26
SimearlhWIN
$29
Go Mstr Dlx Ver 5 WIN
$79
Air Raid Pearl Harbour
$22
Pac Storm Soimn Cpgn
$36
Heirs to the Throne
$36
Simfarm
$29
Go MrJrV5 DOS orWlnS19
Am CivI War VI ,2or3 ea $24
Patriot
$23
Humans: Insult to Injury
$14
Simhealth
$29
Go Master Tool Kit
$39
Battle Tank Barbarossa
$36
Red Sky Morning
$36
■ iDinoinMicuT ■
Kingdoms of Germany
$34
Simlife WIN
$29
Go Mstr V5 DOS or Win $39
Battle Tank Kursk
$36
Return to Falklands
$28
Koshan Conspiracy
$36
Smokin' Gun WIN
$28
Grand Slam Bridge 2
$27
Battle of Austerlitz
$26
Rising Sun
$26
A Train
$34
Laser Squad
$16
Space Hulk
$36
GrandMaster Chess Dlx $37
Battle of Leyte Gull
$24
Road Sumter Appomttx
$45
A Train w/ConstrucI Set
$42
Lemmings 2: The Tribes
$29
Spaceward Ho! WIN
$36
HongKong MahJong Pro $32
Battle of the Atlantic
$36
Rommel Batt N Africa
$24
Ancient Art of War Sky
$34
Lost Admiral
$19
Star Control 2
$34
Hoyle's Book Games V3 $29
Battles of Napoleon
$24
Rommel at El Alamein
$36
Afchon Ultra
$37
Lost Admiral Enhanced
$44
Strike Squad
$39
Hoyle Bk Games Classc $29
Battleship Bismark
$26
Seventh Fleet
$36
Arctic Baron
$29
Lost Admiral Seen Disk
$23
Task Force 1942
$39
Josoki Genius
$39
Blood & Iron
$48
Squad Leader
$48
Armada 2525
$34
Lost Vikings
$24
The Complete UMS
$44
Lucky’s Casino Advent
$39
Blue and the Grey
$36
Stalingrad Campaign
$36
Circle Reader Service #38
CGWI
Personalize your Microsoft® Wi
eiiviroiuneni wiUi incredible image^
sounds of your fovorite alrcj
Aircraft Wallpaper
'Sndows"'
& digitized
itaft.
This visual,
cflsy*to-use aircraft
encyclopedia
contains vital
statistics on eacli
of the featured
aircraft.
Provides the
locations and
dales of
airshows in
yttur aresu
Siutiple iiircraft
images:
• .SR-71
• B-n Flying
Fortress
• F- 14 Tomcat
• Fokker Dr i
Triplane
Air Events Calendar
SPECT^Um
Inicriulional: (303) 22VI6K7
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Sample aireral)
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• P-91 Mustang
• F-15 Eagle
• R-29 Mltchcil
• F4U Corsair
Circle Reader Service ff39
Newcomer to Expert. I ’hcrc arc none of the extras commonly found
on standard chcs.s programs, such as tliink-during-move, learning
mode, time coniroLs, tournament clocks, or the selection of openings.
1 find this especially surprising considering that the game was built
upon the Chessmastcr engine.
Also conspicuous by its absence is the 2-D/3-D option. I'he game
must he played out on the 3L) board, which for all pracriail purposes,
is next to impossible. Once the novelty of the animated captures wears
off — and it wears off in a hurry — you’re going to want to switch to a
2-D board to play the game. With pieces occupying the middle of the
board, things get so cluttered it’s impossible to analyze your position.
There is a Setup option that allows the player to arrange pieces to
re-create game positions on a 2-D hoard, but for some unfathomable
reason, you can’t play the game from this board. You’re forced to
return to the 3-D board and pieces.
Star War.s Chess
As for the chc.ss engine, it’s adequate but mostly harmless. I'hc lack
of an opening library slows it down and makes for some boring,
repetitive games. If you’re looking for a challenge, you’ll be disap-
pointed; ifyou like to win, you’ll be pleased.
'riie animations in the Battle Chess piwxe are the stars of the show.
When so much of the actual gameplay is sacrificed for the sake of
sound and graphics, nothing less than spectacular will do. Battle Chess
4000 dcYwcxcd — with SVGA graphics, fluid animation and digitized
sound, all on a disk-based game with a lower hardware requirement.
Star Wars C^fjrdoes not.
While the graphics and sound are nice, the animations are a hit
choppy and slow. And although the capture .sequences vary randomly,
they are for the most part predictable and uninspired. In fact, the best
part about them is that they can be turned ofl.
You May Check Me Now, But.. .I’ll Be Back!
Capstone’s Temiinator 2: judgment Day Chess Warsxs also a CD-
ROM game. It installs and runs under DOS and requires a minimum
386-33 with VGA or SVGA graphics capability, 2 MBs extended
memory (SVGA), and a double-speed CD-ROM. A sound card is
required, but the sound will play through the PC speaker. Again, a
486-33 is recommended. 'I'hc game doesn’t like compression pro-
grams; if you’ve got a compressed drive, it probably won’t run.
Right up front, I have to say that the game crashed repeatedly on
my system. Configuring and various hoot disks did nothing to
Pa^e 92
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alleviate the problem. The game would
load and play for a of time, then crash,
Commentary on the chess engine is lim-
ited by the fact chat not a single game
was played to completion.
The graphics are unimpressive, espe-
cially for SVGA. There arc five different
board designs available, but the only
thing that changes is the background —
the board stays the same. Pieces consist
of characters and machines from the T2
film that move around the board either
by walking or stepping into a “vortex”
that transports them to the destination
square. The vortex effect is fairly quick,
but the walking consumes too much
time. Fortunately, the Preferences option allows you to turn the
various effects, animations and sounds on or ofl. It may be a testimony
to the quality chat 1 eventually turned eveiything but the sound off.
Captures are all dramatized by animated battles, but unlike Star
Wars Chess, they cake place off the board. The transition to and from
these animated sequences is painftdly slow (even with a double-speed
drive), and the animations themselves are a big disappointment.
'I'hey’re poorly-rendered, jerky and wholly underwhelming.
d'hc sound is quite good, however, and could be considered the
highlight of the game. Effects are solid, and there are two types of music,
Moody or Nervous, to choose from. The music does wear chin, but when
it does, the sound effects aren’t lost when the music is turned off.
from Beginner to Grandmaster, but you
can also vary the style of play by choosing
Active, Passive or Balance style options.
The game will print moves and diagrams,
and includes a 'fime Control option chat
provides a wide range of clock options.
There’s even a feature that will compute
your racing on the USCF scale over a short
or long-term time-frame. But there are a
couple of key elements missing.
A 2-D board is not supported, and al-
though there is a Library Option on the
menu, 712 apparently does not pos.scss an
opening library. The manual states that it
has a library containing 4500 opening
variations, but when you select the op-
tion, there’s nothing there. A subsequent check of the CD and
installed files also drew a blank. There’s an Adjust Variety option that
allows you to set the variety of moves T2 chooses from the opening
librar)', but without a librar)', it’s a moot point.
Endgame
Both Star Wars Chess \xn({ T2 Chess are examples of marketing
at its best (or worst, depending on your point of view). Their appeal
is centered on their expensive movie licenses and the genre they’re
imitating. Their value as chess games is minimal; their value as pure
entertainment is non-existent. While Star Wars Chess docs the better
T2: JufIginenI Day Chess Wars
72 C/;ejj\I 477 -^offers a better range ofgame options chan job with its licensed bells and whistles, both of these games are
Chess. You can sec playing strength by selecting one of five settings destined to collect dust on a shelf, cgw
FLIGHT SIMS
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(not shown , yoke configuration)
AUTO RACING SIMS
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Computer Gcimiiif; World
he good news is you survived 1
the plane crash. The bad news js-.,<j
you're on the Isle of the
■ Now, as you search for soj^^a^lV'.
Hem? and a
' X^facfea'hdfniyfpg assbrt^^
• eating zbm^ifevliid^b blood-
thirsty wolyes-and other unsavory
locals. Can we help it if the press;
/ is calling U "gory," "gruesome,"
"graphic" and "sjckening?’'. ,,:/^': V
you’ll traverse dertsc ipngfeS, .
' treacherous cayes'ahd explore the
localviilage to unlock riddles that
• could aid. your escape. And if you’re
lucky, you may even rehabilitate a.
• 'beaulifiiTzombie babe.
; ■ But don’t forget to keep an eye out
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WARNING: .This gahie depicts
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PC Enter1dinme7il, October,- '93
riCTi' Hienniti^ to the tehn ''graphic
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htoody atmosphere.” • .... ...
• VtdeoGames
Seplcmbcr '93
iiflt'i/rUure.
PC Entertainment
October .'93 ■
Review
Only In A
Syndicate Goes To The States
In American Revoit
by Jeff lames
R evokicion muse be in the blood of
chose damned Yanks. Your multi-na-
cional corporation liad captured the
market-share of world power through its ag-
gressive “marketing campaign,” hue now a
rotten apple has been found in the pie chart
of your global dominance. I'he territories in
the Americas, both North and vSouth, have
decided to vote with their firearms and vio-
lently secede from your young global empire,
preferring reckless autonomy to forced sub-
servience.
Syndicate: American Revolt, an add-on disk
to the original Syndicate program from Elec-
tronic Arts, offers 21 single player missions in
which you must coerce the American territo-
ries back into the union — by whatever means
necessary. In addition to the single player
missions, a new multiplayer feature allows
skull-to-skull competition in ten missions
with up to seven ocher flesh and blood Syndi-
cate players across a compatible network.
The multiplayer mode isn’t the only new
feature. Two new weapons have
been added to every Syndicate ex-
ecutive’s arsenal: the clone shield
and the air strike. Useful only for
multi-player games, the clone
shield can disguise your deadly
cyborg agents as harmless civil-
ians, allowing you to sneak close
to an unsuspecting enemy and
surprise him with a sneak attack.
Whereas the clone shield empha-
sizes subtlety and deception, the
Air Strike relies on raw explosive power. To
use the Air Strike, you simply mark the target
area with a crosshair and hustle your agents
out of the area. A flight of militar)' aircraft will
then rocket overhead, decimating large tracts
of real estate with explosive munitions.
In terms of playability, American Revolt
leans towards the more difficult end of the
spectrum. Players who managed to bully their
way through the original Syndicate missions
by loading up on mini-guns and medikits will
have a difficult time with most of the missions
in American Revolt. A few scenar-
ios arc absurdly difficult, as if the
developers were crying to “get
even” with players who thought
that the original was too easy.
The increased difficulty of
American Revolt amplifies the
shortcomings of the original Syn-
dicate, turning niggling foibles
into serious impediments to
gameplay. The inability to see
behind buildings and ocher
structures was only irritating in
the original; in American Revolt,
a hidden enemy has enough firepower to
decimate an entire .squad faster than you can
say “cyberpunk,” The amount of graphic de-
tail in the original Syndicate one of its
strengths; here, that same detail leads to slug-
gish animation and lethargic gameplay. The
missions in American Revolt often packed
with opponents, with several dozen heavily
armed enemy agents not uncommon for most
missions. The combat zone can quickly be-
come choked with explosions, rocket exhaust
burning shrubbery, and other animation,
bringing even the fastest 486 machines to a
crawl. When presented separately, these
problems arc merely irksome. Combined,
they can tiy the patience of even the most
accepting gamer.
Hard-core Syndicate mMs who couldn’t get
enough of the original game — and who have
access to a network running NETBIOS —
will most likely be able to overlook the (lies
in American Revolt's ointment and find hours
of enjoyment. Less interested gamers should
steer clear and wait for a more playable addi-
tion to the Syndicate hm\\y . cgw
Network Notes
I tested American Revolt on a small
network running Novell Netware
workstation shell v3.31, Novell
IPX/SPX v3.10 and Novell NETBIOS
v3.()l . The procedure for running the net-
work game is fairly straightforward. First,
log onto the network and run NETBIOS.
After starting Syndicate, select “multi-
player game” from the main menu. A mis-
sion selection screen will appear, listing the
ten available multiplayer missions. Before
beginning a multiplayer game, all players
should select the same mission and the
same number of players.
The instructions state American Re-
volt needs at least 510K of conventional
memor)' free after all the requisite drivers
have been loaded. While the game will
load in that configuration, practical play-
ing experience revealed that having at least
550K of conventional RAM free on each
machine prevented the occasional lock-up
or drop to DOS. Getting that much free
conventional memory isn’t easy when you
have a machine with a CD-ROM drive,
disk compression, network driver.s and
other memory-grubbing TSRs. Use a
clean boot disk or the multiple boot op-
tions of MS-DOS 6. 0/6. 2 to get the most
out of your available RAM. I found the
DOS 6 memmaker utility to be especially
helpful at optimizing RAM for gameplay.
Syndicate: American Revolt
TITLE;
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Circle Reader Service #97
M any years ago Europress Software
released a CGA/RGA racing game
called liAC Lombard Rally. Named
after a well known car Rally in die United
Kingdom, this was a respectable first-person
driving simulation witli some elements of
route planning and resource management.
Europress has now brought this theme into
the 90’s with Netivork Q RAC Rally (renamed
simply Rally for the U.S. market, see Taking
A Peek, pg. 174). For those new to the RAC
Rally, it’s a grueling four day 350 mile race
with both day and night driving on surfaces
varying from tarmac roads to forest dirt
tracks, and with weather from sun through
rain to snow and ice. Each day of racing a
certain number of stages must be completed,
each within a time limit. Thirty-five stages of
the Rally are featured with a choice of five
different cars. The graphics are strong, and
although flight-sim multiple views are not
supported (straight ahead view only), the
night time driving is about the best in any
racing simulation. A nice touch is that of a
speaking navigator who talks you through the
course using proper Rally jargon, ’flie game
runs decently on a 386-16 MHz processor
but a bit more is recommended, especially for
sound board support. Network Q RAC Rally
will be brought to the U.S. via Accolade, and
should be available as you read this.
On the sporting fronts I have been asked
about computer simulations of that most
quintessentially English of pursuits, the game
of Cricket (a sort of baseball with more com-
plicated rules — sides that are out trying to get
the side that is in, out). There have been a
couple of previous efforts by U.K. software
houses to reproduce the thud of leather on
willow, but these have tended to have poor
graphics and very little gameplay. The basic
rules of cricket lend themselves well to simu-
lation, and if the likes of U.S. football and
baseball can be converted, there is
no reason why Chinamen, Leg Be-
fore Wicket and Full Tosses
shouldn’t make a suitable case for
treatment.
U.K.-based Audiogenic is now
threatening to make terms such as
LBW, Silly Mid-off and Googlies
household words with their Gra-
ham Gooch World Class Cricket.
Master Graham is the highest
scorer in English first class cricket,
and it is to be hoped that this con-
version will be rather more success-
fill than the recent English XI per-
formances. Shots playable include hooks,
sweeps, leg glance, and back on the driving
front — on, straight, off and cover. Bowling
styles will allow fast, slow, swing and pace.
This is coming to Cricket nets near you
shortly.
There is lots of gossip and rumor in the
ether — talk of a new Mike Singleton game,
the third part of Lords ofMid7ught. The origi-
nal game and its rapid sequel Doomdarks
Revenge really big on old 8-bit formats,
and although Part Three was underway, the
purchase of its prospective publisher resulted
in it being shelved many years ago. Singleton
Esq. and Messrs. Maelstrom intend to revive
the name as a PC version, either bearing the
name Lords of Midnight ox perhaps with the
title mooted for the original third part. Eye of
Doom, d'he original Lords of Midnight a
role-playing game that pushed 8-bit further
than it could really go — an interesting devel-
opment in prospect. Watch this space for
further news...
Rough Ryder
Ocean, basking in the reflected glory of
TEX, has also released another golf game. It’s
amazing how much computer attention this
sport continues to attract. With Links 386 Pro
and David Lcadbetter still taking the high
ground, new releases appear on the first tee at
regular intervals. Nick Faldo's Golf and
Ocean’s recent Open 6'fl^havc made the PC
faiways even busier, and here is yet another.
Ryder Cup Co^attempts to simulate probably
the best international team sport in the world.
The ridiculous control system in Open Golf
has in part been abandoned, and the player
now has a choice of three control systems, one
of which is the standard power meter
method.
Ryder Cup Golf allows you to compete in
the three matchplay formats of singles, four-
ball and loursomes. In its favor, up to four
human players can take part and attempt to
win the cup as a team. Unfortunately, the
graphics are rather dated (more like EGA
standard) and with no feeling of medium or
long perspective. Putting is often the Achilles’
heel of PC golf games (as the famous pros say
“Drive for Show and Putt for Dough”), and
Ryder Cup Golf is no exception with a crude
Pasfc 9H
Computer Cuming World
You’re finished with Equipped with ASRAAMs, Mavericks, M61s, iaser-guided
training... Had your GBUs...you’re fuiiy ioaded to tackie more than 200 “real-
fun and games. Now world" campaigns, based on today’s geopolitical realities,
it's time to face reality And to keep you sweating bullets, from Somalia to Sarajevo,
in the most sophisticated aerial combat simulation ever
created for your PC— TFX: Tactical Fighter Experiment,
Grab the controls of any of three USAF-spec flight models
and spread democracy over five million square miles of
topographically accurate landscape.
the skies are swarming with Al-programmed bogeys that'll
make you pay for your mistakes.. .with your life.
Log on and engage in TFX. This time, you're not just playing games.
Gremlin Graphics' Litil Divil
and insensitive interface. In the real McCoy,
it’s often the delicate feel and skill on the
putting surface that makes all the differ-
ence — forget this in Ryder Cup Go^^Nothing
beats the real thing, and as a second best there
arc far better programs lining the fairways.
You Litil Divil, You!
The star thi.s month is a delightful graphic
adventure called Litil Divil. Produced by
Gremlin Graphics and with its final coding
being produced in the Emerald Isle, Z)/rV/has
been a show stopper at the European trade
shows for a few years. It has been delayed and
delayed, and it appeared it might suffer the
fate of so many products that just take too
long to come to the shelves. Fear
not — Litil Divil has now arrived
and should cause quite a stir. Basi-
cally it is a cartoon-style graphic
game with a very daft plot involv-
ing recovering pieces of pizza. If
you can get beyond this tacky sto-
lylinc you’ll find that the keyboard
or mouse will control the actions
of a comical demon as he navigates
a large and varied subterranean
world.
The locations are full of puzzdes
and problems that mostly require
an element ofdexterity and can often only be
solved after considerable trial and error.
Treasure rooms are dotted around the world
allowing you to spend the gold coins littered
through the locations and buy special items
and provisions.
The graphics arc similar to those used in the
Don Bluth laserdisk games, but Litil Divilis
stuffed full ofgamc playand long term enjoy-
ment. The sound effects add considerably
and the interface, although a bit quirlc}',
works well. The main plank of this product
is the devilish sense of humor that pervades
from start to finish. Your character takes some
real stick — from being eaten by swamp crea-
THE MOST COMPLETE ADVENTURE MANAGEMENT SYSTEM
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SYSTEM REpUIREMENTS
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RULES
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multiple campaign backgrounds or worlds
MAPS
World size to tactical • Markers display key locations, characters and creatures • Sizeable
display windows • Zoom • Applicable sound, graphics and text with map markers
SPELLCASTING
Adjustable parameters to create different effects • System calculates spell characteristics and
appropriate level, area and range
SYSTEM FEATURES
Example adventure included • Formula calculator • Rules documented in context sensitive help files
with cross-references • Encounter generator loads all data, no need to consult charts or books • Game
clock and calendar • Player's Guide • Gamemaster's Guide
COMBAT
Damage calculated and subtracted from target • Combat results returned in text form suitable to read to
your players • Spell effects applied automatically to all creatures in effect area • Set character destinations
and targets and let the system perform the movements and attacks
CHARACTERS
Character creation quick and easy or as detailed as desired • Detailed skills, professions, slats and abilities
ORDER NOW! Mail check or money
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Add $4.00 for shipping and handling
Call or write for CAMEMASTER'i Clip Art and Sound Clips Disks
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cure.s to having pianos fall on his head. It’s all
great fun and there is a fair aniounc of “car-
toon violence.” If Tom and Jerry disturbs
you, .so w'ill Litil Divil, and it’s as funny!
So, unusually, ir looks as if ir’s been worth
die wait, and Litil Divil is almost certain to
result in a Slightly Bigger Divil sequel and a
host of clones from other software houses.
The above games and any of the ocher
games menrioned in past columns can be
obtained from:
Strategic Plus Software,
28 D&E The Courtyard, Migh Srreer,
Hampton Hill, Middlesex. "rW]2 IPD
Tel 01144-81-977-8088,
F;lx 01 144-81-977-4822,
oron CompuSeri'e at 1000014,3466
Computer Adventure World has moved.
Their new address:
, Computer Adventure World,
Bank Buildings, Charing Cross,
Birkenhead England, L4l 6Ej.
Tel: 01 144-51-666-1132
Robin Matthews can be contacted on Com-
puServe on 76004,3^56 and welcomes com-
ments and requests (within reason!), cgw
Pane too
Circle Render Service tP)2
Computer Gaminp, Worlr!
IndyCm
E\PYRUS
s shown. Actual screens may vary.
Distributed exclusively wortdwide by Virgin Interactive Entertainment, Inc. • 16061 Fitch Avenue • Irvine, CA92714 • USA
IndyCar and the helmet logo are trademarks ol The Indianapolis Motor Speedway Corporation, under exclusive license to Championship Auto Racing Teams, Inc.
Indianapolis 500®: The Simulation Is a trademark of The Indianapolis Motor Spe^way Corporation.
Indianapolis 500 Is a registered trademark of The Indianapolis Motor Speedway Corporation.
Papyrus Is a trademark of Papyrus Design Group, Inc. • Virgin is a trademark of Virgin Enterprises, LTD.
H Circle Reader Service # 1 02
fast can you go INnYOAFi” Racing?
Review
J udging by its packaging and ads, you’d
think Kronolog: The Nazi Paradox wwnis
to he a hard-core exercise in speculative
histoiy, grappling wirh the classic “What
IP’ question — What if the Nazis had won
World War II? — in the manner of Robert
Harris’ Fatherland ox Phillip K. Dick’s The
Man In the High Castle. Alas, Kronolog has
nothing so noble or purposcFul in mind.
What A?'fl?/o/o^wants to be, as it turns out, is
Captain Planet-mtexs- Logan’s Run, with bits
oHndiana Jones, Mission: Impossible, and Back
to the Future thrown in for good measure.
The game features lots of skulking about,
hiding in barrels, and crawling through air
vents; a surfeit of secret passwords, codes, and
double agents; some Native American spirit
magic hokum that comes out of nowhere
(and then, thankfully, disappears); and, lor
the finale, a bang-up action sequence that
quotes, of all things, the Die Hard movies
(“AufWiedersehen, schmuck!” being the PG
version of Bruce Willis’ unprintable signature
line). All this is strung together by a storyline
based on the premise that in 1945, through
subterfuge, the Third Reich developed the
atomic bomb first and dropped it on the
United States.
“All right,” I can hear you say, “so the Nazis
won the war; that’s a fine premise, but what
did they do next? What atrocities did they
perpetrate? What crimes against humanity?”
I’ll tell you, but you’d better sit down first,
This is serious stuff. The Nazis....
Let me take a deep breath.
Okay. The Nazis....
Failed to recycle.
Yes, you heard me right. Those dastardly
goosesteppers, now in charge of most of the
known world, make the most of their power
by leaving empty soda cans on their desks.
They have plastic ferns in their offices, be-
cause they’ve polluted the air too
much for real ones to survive. Over
the 75 years since the end of the
war, they’ve made several endan-
gered species extinct. They also use
unsanitary sewage-handling prac-
tices. It’s enough to make your
blood boil.
The Not-So Nazis
What else do they do? Well, they
threaten and hiss in Peter Lorre
voices; they collect tacky art; they
put out “termination orders”
against their political enemies; they wear pe-
culiar facial hair; in the case of one scientist,
they cat, and are eaten by, giant cockroaches.
But mostly they pollute. In the naive and
sanctimonious manner of so
many recent games (not to
mention films and television
shows), Kronolog paints “eco-
cide” as the worst evil imagin-
able and asks you to “save the
world” in much the way an aged
flower child might stop you on
a street corner and exhort you
to save the whales, the spotted
owl, the coral reef, the ozone
layer, or some other victim du
jour.
Now, maybe it’s just me, but I’m getting a
little tired of the use of ecological miscreants
as our era’s villain of choice. To begin with, I
find ecological “crimes” extremely uninter-
esting; as awful as their consequences are, they
are almost never committed on purpose
(Exxon did not set out to smother the Valdez
wildlife in crude oil) and are typically com-
mitted by faceless bureaucracies rather than
individuals, which greatly diminishes their
dramatic potential.
Second of all, I always get the feeling that 1
am being fed ecological stoiylines the way a
dutiful mother feeds her children strained
peas. It’s something good for me. I’m told,
often explicitly — to which 1 reply that I don’t
want something good for me, I want enter-
tainment. Political advocacy and social
propaganda have their place, but I don’t want
them forcibly injected into my computer
games, not least of all because as bad as some
game designers are at designing games, they
are infinitely worse as preachers of corrective
philosophy. Their P.C. nostrums typically
bear the same relation to pensuasive argumen-
tation that strained peas bear to the normal
sort: they’re musii, pap, pabulum, call them
what you will.
Finally, there is the matter of the Nazis.
Computer gaming has room for all sorts of
Nazis — realistic Nazis, cardboard Nazis,
Kronolog: The Nazi Paradox
TITLE;
PRICE:
SYSTEM: IBM
REQUIREMENTS; 386 or bc-ltor. :mB RAM,
VGA yrdphics, 25MB hard
drive sp.^ce, mouse; supports
AtiLil), PAS .tnd Sound Blnslur
sound cjrds
PROTECTION; FoldinH < .irdbojrd device
DESIGNER; jolin Henson
PUBLISHER; Merit Sciftwiire
Dallns, TX
(2141 385-2353
Page 102
Cnmpnicr Gaining World
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Raiders of the Lost Ark Nazis, Schindler's List
Nazis — but using Nazis as your villains and
then accusing them of no worse than ecologi-
cally destructive acts is, to my mind, like using
the Huns but accusing them only of mistreat-
ing their horses, or using Jeffrey Dahmcr but
only accusing him of keeping the wattage of
his refrigerator turned too high. 'Hiese are the
Nazis, for crying out loud! If the worst they
do is erode the soil, foul the air, and
commit the occasional necessary
crime, then you’re talking about
SPECTRE, SMERSH, the Republi-
cans, Big Business, the Illuminati, or
someone, but the Nazis.
Nevermind that no mention is made
of torture or genocide or rapacious
geographical acquisitiveness; the
height of irresponsibility is that in
painting the Nazis primarily as cold-
hearted polluters, of whose errors they
will themselves presumably be the big-
gest victims, the designers alleviate the
Nazis’ burden of guilt. Kronologs, Na-
zis arc willfully negligent, self-destructive
fools, but not the oppressive, sadistic, wan-
tonly cruel butchers wc know from histoiy.
To put it another way, Kronolog's Nazis arc
James Watt instead of Josef Mengele. As
much as I disliked James Watt, I’d much
rather live in a countiy run by Watt than
spend two heartbeats in the same room as
Mengele. Sadly, the designers of Kronolog
don’t seem to understand the difference.
An Interactive Movie To Nazi
“Enough time spent on your soapbox, Ar-
dai,” you say. “Suppose 1 like playing games
with ecological themes? What if a cheesy
eco-adventure is exactly what I have been
looking for?”
Well, then, more power to you — every-
one’s entitled to their own tastes. However, I
should tell you that you’d better keep look-
ing. Even if Kronolog satisfies you with its
storyline, it is sure to disappoint with its
clumsy design.
Start with a mysteriously elongated instal-
lation procedure that takes more
than two and a half hours if at-
tempted on a fragmented hard
drive. Note that the game is then
literally unplayable — in the sense
that it might take up to half a min-
ute of disk access between any two
moves — until you run a defrag-
menter to optimize your hard
drive. (When 1 asked the publisher
why their game exhibits this pecu-
liar behavior, they chalked it up to
the enormous amount of digitized
speech, which is true; yet other
games contain comparable amounts of speech
and run just fine on fragmented drives.)
Next, note that the speech in question suf-
fers from dinner theater quality delivery and
sub-dinner theater quality scripting, on the
order of “I hear you’re doing some kick-ass
work” and “I’ve just doomed the world for
eternity!” Add the fact that many sentences
are cut off (“I just want to say goodb — ”)
when the computer starts searching for the
next sentence, and the fact that the game
doesn’t even attempt to synchronize the
audio with the characters’ wildly flailing lips,
and you are likely to reach the same conclu-
sion I did — the speech might as well have
been left out.
Instead, what they left out are many of the
technological niceties that adventure game
players have grown accus-
tomed to, without which
Kronolog?iic\s like a relic from
half a decade ago. What’s
missing? To begin with, a
movement system that allows
you simply to click on the
spot in the graphic window
where you want your charac-
ter to go. Instead, in Kronolog
you must move your charac-
ter right, then down, then
left, then up, maneuvering
him around obstacles (some-
thing no major game has re-
quired for years) since the computer refuses
to do it for you.
“At least,” you say, “you can stand in the
center of a room and interact with the various
objects around you, right?” Nope. Try to read
a label on a box that’s two feet away from your
character and the game says “You can’t read
that from here.” Try to open a door from one
foot away and the game says “You can’t open
that from here.”
And what do you suppose the designers put
on almost every screen, considering that they
have made moving around obstacles such a
pain in the backside? That’s right — obstacles!
It took me eight minutes, no exaggeration, to
move from one side of a Mexican pueblo to
the other. Getting off a scientist’s porch was
a breeze, comparably, at only five.
“So,” you say, “it takes five or eight minutes
of clicking all over the place to get Hoffman
to go where you want him to — that’s not so
bad. Patience is a virtue, right?” Wrong! Just
to keep you on your toes, the design-
ers have chosen to fill up the last few
scenes of the game with several puz-
zles that are time-sensitive. Spend
more than 30 seconds in Dr. Gross-
man’s office and you’re dead; spend
more than five in the church base-
ment and your condom will blow up
(don’t ask).
There’s plenty more to criticize
about Kronolog. graphics that range
from decent to rotten; endless, hard-
to-access text files on your Personal
Information Manager; and the fact
that all conversations are of the non-
interactive, sit-back-and-watch variety. Add
the occasional program crash, an ugly color
scheme, a poorly devised plot (your character
is Dying to save his son, but he is still missing
at game’s end), and the regrettable cock-
roach-eating scene, and you’ve got a game
that might have been used as a Gestapo inter-
rogation device. This game is exclusively for
masochists, and only uncritical, historically
myopic ones at that, cgw
Page 104
Computer Gaming World
ReiulySoJt Iiicoqwnited & Upicrnter Intera^dpe Present
Dragon’s Lair is back and better than ever^dn ©D-^^RiDM'!;
This full arcade version is packed with spectacular
animation and digitized sound, bringing Dragon’s Lair
to life like never before!
You control the actions of Dirk the Daring, a valiant
knight, on a quest to rescue the fair Princess from the
clutches of an evil dragon. Fight your way through the
castle of the dark wizard who has enchanted it with
treacherous monsters and obstacles.
also available fov
IBM PC & Macintosh
Lead on brave adventurer... your quest awaits!
Llcenstd by Sega Ealerprites Lid. loi play on Vie Sega CD™ system.
Sega and Sega CO aie trade marks ol Sega taleiprisesLld. ALLFIIGHTS RSSEflVEO.
SDO.Uie 3D0 logos, and loleracliva Multiplayer ate trademarks of The 300 Company
'nEELMAGIC Is a trademark ol Sigma Designs, Inc.
“Dragon's Lair' Is a regislored Irademark ol Blulh Group, lid. — tSISgS. Cbaraclor Deslgns®1993 Don Blnlh:
Gt993 all audio, visual and concepi- used under the aielusive license of Epicenter Inierad'ive Inc.
Programming G1993 ReadySolt Incorporated. ALL RIGHTS RESERVED
ReadySoft incorporated
30 Wertheim Court, Suite 2
Richmond Hill, Ontario, Canada L4B 1B9
Tel: (905) 731-4175 Fax; (905) 764-8867
^ y B ^
5
Circle Reader Service #106
Review
T.ie New A.
ge
(ower
Casady & Greene’s Crystal Crazy Revamps
A Classic Mac Addiction
By Dougins A. Wiiiship
R eally good computer game sequels arc
hard to find, 'fhey usually are so dif-
ferent from the original that they arc
a different game entirely, or so bogged down
with “enhancements” that the playability of
the original is destroyed. Cyystrjl Crazy,
Casady & Greene’s sequel to Ctystal Qitest,
shows how to do a sequel right. The
player now has a variety of weapons and
even some protective shields, has more
things to do besides loot the crystal
fields, and must fight his or her way
through a whole new set of bizarre crit-
ters. Despite all the new features, Ctystal
Crazy is no more difficult to play than
its hallowed predecessor, and is just as
fun.
All you Mac-types who’ve joined the
faith since Crystal Qtiest disappeared
from store shelves will need to get up to
speed with basic game play. The first
thing to understand about Crystal Crazy
is that it is a mindless shoot-em-up. You move
a ship around the playing area to accomplish
some task or other while avoiding mines and
other hazards. All of this is complicated by
hordes of attacking creatures with wondrous
names, such as Zinklefiashoxicationizers and
Fractutefluffies, whose sole purpose is to
shoot and/or bump into you, with unfortu-
nate results. Once the task for each level is
completed, doors open up to provide an es-
cape to the next level. With each higher level,
the creatures get appropriately nastier, and
are accompanied by a collection of very
funny, and in some cases slightly naughty,
sound effects.
Slip Slidin’ Away
Ciystal Craz)h method of motion is some-
what unique in action games. Moving the
mouse in a direction does not move the ship
in that direction, it thrusts the ship in that
direction. When you stop moving the mouse,
the ship keeps right on going until it hits
something (had) or reaches the edge of the
screen and stops (not necessarily bad). The
result is a lag in response that takes some
getting used to. Maneuvering in Crystal Crazy
feels a little like running around in penny
loafers on an ice rink.
The ship has a single gun that fires bullets
in the direction the ship is traveling, at speeds
slightly faster than the ship’s. Unfortunately,
this means that to shoot something that’s
chasing you (a very common situation), you
must first turn around and move directly
towards it (don’t miss!). Another tactic is to
use Smart Bombs that kill eveiything on the
screen and provide a few precious seconds of
peace and quiet. Smart Bombs are limited in
supply, but more can be found lying around
on most levels. Using them is really a legal sort
of cheating, so be sure to collect as many as
possible.
Kinda Puzzlin’, These Critters
The point of the game — if it can be said
with a straight face to actually have one — is
to clear each level’s objective as quickly as
possible. If the original Ciystal Qiiest could be
said to have a weakness, it was this “open the
escape hatch to the next level”
approach. The standard tactic
was to run the ship over all the
crystals scattered about the
screen, which became a bit bor-
ing after about 30 levels. Ctystal
Crazy alleviates this monotony
by adding four more possible ob- jf
jectives. On some levels, you
must assemble one or more jig-
saw puzzles. Another objective is
cither erasing or filling in several
picture frames that float around the screen.
Probably the hardest to accomplish on levels
with heavy critter problems is Pool, in which
you must move the ship sequentially over
eight or more billiard balls rolling around the
playing area, fhe most fun new objective is
Vandalism, where you shove various fragile
objects such as goldfish bowls and busts
of Julius Caesar into the walls to shatter
them. At the higher levels, escaping to the
next level requires completion of more
than one of these objectives. After each
wave, you may be awarded a completion
bonus based upon how fast you escaped.
A new wrinkle added in Crj'stal Crazy is
the Bonus Wave which appears after
every third successfully completed level.
On these levels, there are no Nasties or
navigational hazards. You can zoom
around collecting all the free points and
Smart Bombs lying around. The only
problem is the gigantic steel walls closing
in to crush the ship if you wait too long to
escape.
There arc 20 different Nasties in Crystal
Crazy, of which all are new except for the
Parasites. Those players who are Qt/erfyeter-
ans will recognize them as the white, “M-
shaped” buggers who are so relentless in their
pursuit that they even managed to follow into
the sequel. Nasties are released at various rates
from dispensers around the screen until you
are killed or escape, or you smart bomb them
into tomorrow. Nasties come in two sorts;
those who want to shoot the ship, and those
who want to touch it. Touching the ship
always results in unfortunate consequences,
usually immediate death. Those who don’t
kill the ship are some of the
Crystal Crazy
Cryslal Crazy
S49.95
Aliy Mac wiih Syslein 6.0.2 or
higher, 2MB KAM (3MB wilii
System 7), 3.5MB hard drive
l^oce
P.itrick Biitkland
Casady & Greene
Salinas. CA 93908
1800)359-4920
PuSie JOf)
Cainpiiler Gamin;’ World
EXPLORE THE WORLD!! Your family
can rule the high seas, and crush
the competition in this all out, global
conquest game. Find the hidden
treasures in far off lands and
establish trade routes. Your
popularity is at stake as you involve
yourself with the church and state.
The others in power say you can’t do -
it Do you have the strength??
Delve Into the political power
struggle, entrench yourself in the
ruling establishment of the church,
and trade in exotic commerce to
become the master of the world .
“THE MERCHANT PRINCE.”
JMnstcts oj tkWoil
Historical and Random World Maps
(Billions)
Four Players
Modem Play. -
Complete Scoring History
Strong Artificial Intelligence
Both Land and Naval Trade Routes
Build Your Own Road System-
Worldwide!
Manipulate the Local Politicians
Inspire the Church and People
The “Merchant Prince'' computer p
game Is for IBM PC. It can be
obtained through your favorite
retailer or call: : ”
(908)788-2799 ,
. or by wriling toT >.
QQP'-.-.' ■: ■■■
49S Highway 202
Flemington, NJ 08822 '
Copyright 1 993 Q.O.P. All rlg!)hf ! S - '
reserved. IBM Is a tradeaMd^
International BusinessMacl|)ne9. !
Circle Reader Service # / 03
more interesting new Nasties,
ValYiimlouts, for instance, only
slow down the ship, making it hard
to escape the other Nasties on the
screen. Valiumlouts also leave an-
tidote pellets behind them, but hit-
ting these can be deadly too, as the
uncontrolled burst of speed they
impart might run the ship into a
mine or other hazard. There arc
lots more new critters, all of which
richly deserve extermination.
Over all, the new set of Nasties is
a much tougher bunch than in the
old Crystal Qiiest. This, combined
with the more complex objectives in Crystal
Crazy, would make the game almost impos-
sible to play effectively, had the designers not
also introduced the special guns and shields.
These are left scattered around the playing
area, along with Crystals, Smart Bombs, Bo-
nus Points, and even the occasional free ship.
The five different shields offer protection
from different threats. At the low end, the
Rubber Hat protects against bad driving by
saving the ship from collisions with Mines,
the edges of Gates, Dispensers, etc. The best
shield for most occasions is the Mace-Hcad,
which makes the ship deadly to the creatures
it touches, rather than vice-versa. The five
special guns pack the ship with better offen-
sive punch. The Multi-Gun, for instance,
fires four shots simultaneously in various di-
rections. Guns and Shields are lost whenever
a ship is lost. Ships can mount only one Shield
and one Gun at a time, so when wearing the
Mace-Head you must be careful not to acci-
dentally turn it in for a wimpy Rubber Hat!
“We’re Safe! Nothing Out There
But Black & White Critters”
Crystal Crazy can be played in black and
white or color. In color, the game uses its own
graphics system, called MegaDraw, which
runs only in 16-color mode. The game will
transfer to 16-color mode by itself and reset
the monitor to its previous setting after the
player quits. To me, this speaks volumes
about the developer’s commitment to a qual-
ity product. Too few of even the best Mac
game developers provide this simple and
much appreciated feature when a game must
be run in a specific color mode.
There are only two problems with the game
that I can see. First, it is extremely hard to play
in black and white, only because it becomes
almost impossible to tell the difference be-
tween billiard balls without actually reading
the numbers. This can take a filial amount of
time with Git-Brains blowing up and spread-
ing shrapnel all over the screen. The other
problem is that Crystal Crazy is not really
suitable for wasting large amounts of time
with a PowerBook. First, most PowerBooks
arc still B&W, and second, unless the player
is a trackball jock of a sort I’ve never seen, the
game really needs a mouse. The only other
concern I have is for the designers and their
unsettling obsession with cows.
By now it should be abundantly clear that
Crystal Crazy is a pretty spiffy game. It’s fun,
ea.sy to learn, silly, doesn’t get boring quickly,
and indulges our violent tendencies egre-
giously — but in a manner unlikely to prompt
a Senate Hearing, cgw
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Other Games May Talk.
This One Has a Voice.
Star Trek: The Next Generation's
Patrick Stewart
iji
Lands of Lore:
The Throne of Chaos
w.
ith Patrick Stewart as the voice of King
Richard, Lands of Lore has a royal advantage over
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their way through the most vocally interac-
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The Dark Army is on the move, led by the shape-
shifting sorceress Scotia — and each time you
meet her she'll be more powerful and terrifying
than the last. But your powers can grow, too.
Experienced-based character development makes
great warriors of those who take arms (in real-time
combat) against a sea of indescribable monsters
and makes mighty
wizards of those
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levels made vividly real by more
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Review
TERivliiMATORs MaLe For Poor
H oUSEqUESTS
Bethesda Goes On A Shoot-em Up Rampage
T wo years ago, a little-knowi\ share-
ware company from Texas created
what was to become the most popular
action game in recent memory. The game,
Wolfemtein 3-D from id Software, swept
across the U.S., stealing much time from
productive people, and perhaps contributing
to this nation’s economic recession.
As is typical in entertainment software,
other companies immediately began to emu-
late \Volfenstein3-D-^v\d its success. One such
company was Bethesda Softworks and their
form of sincerest flattery is The Terminator:
Rampage, an action-packed, kill or be killed,
maze-like shoot-out in the now-familiar 3-D
perspective. If Wolfenstein 3-D didn’t have
enough Nazis to knock off, or if the chain-
gun didn’t have quite enough firepower, then
this all-out shooting fest will set up thousands
of baddies for you to violently knock down.
You Are Not Sarali Connor
Rampage begins with an interesting cine-
matic sequence, introducing the player to the
plot. The premise, a close cousin to the plots
of the well-known movies. Terminator and
Terminator 2, sets the stage with the player
acting as a special forces commando, sent
back in time from the year 2024 to 1 984. The
mission? To destroy the Meta-Node, a cun-
ning machine zapped back in time by Skynct,
the evil Attificial Intelligence bent on the
destruction of all mankind.
The Meta-Node’s strategy was to infiltrate
the giant arms-producing complex called Cy-
berdyne, a hi-tech, multi-level building per-
fect for establishing a base. In that base
Meta-Node planned to manufacture the
thousands of lethal robots, androids, cyborgs,
needed to wipe out the race. At the time the
player begins the game, the Meta-Node has
taken control of the Cyberdyne complex and
is lurking in the deepest basement, trying to
break into the supercomputer network in
order to start World War III. Obviously, this
beast of a machine needs a radical re-adjust-
ment, preferably in the form of a molecular
dispersion treatment by the player’s Particle
Projection Cannon (PPC).
Taking the role of humanity’s savior, you
by Dave Pyron
must search through the entire complex,
scooping up medikits, armor kits, and weap-
ons on the way to the ultimate encounter with
Meta-Node. The weapon fanatic has eight
types of hardware, from a weak 9nim pistol
to the powerful PPC, with which to truncate
his enemies’ appendages. Naturally, these
weapons arc scattered throughout the com-
plex and get proportionally better as you pro-
gress deeper into the Cyberdyne labyrinth.
The grenade launcher and shotgun are sin-
gle shot weapons, but have devastating fire-
power. Assault weapons, sub-machine guns,
and a chain gun are available en route to the
final showdown. One of the major challenges
in the game is discovering the 16 parts of the
PPC super-weapon. Its assembly is a neces-
sary task intrinsic to the play sequence, and
no small amount of time will be spent prowl-
ing all corners of the complex searching for
each essential part.
Relentless. ..Or Repetitive?
Mechanical monsters come conveniently
packaged in seven shapes and sizes, but their
strengths arc in their great num-
bers. I actually shot and destroyed
2,241 machines over the course
of one game, and that with the
game difficulty on moderate!
2,241 monsters! Ye Gods!
I’he most common opponents
within the depths of Cyberdyne
are the seeker and scout robots.
They move around the complex
with speed and precision, search-
ing out all human life-forms for
immediate termination. The
most human-like machines are the Enforcers.
Clothed in suit and tie, these androids yell out
“Halt!” at initial contact. They also have a
relatively intelligent AI and will give chase if
they catch sight of you. It was indeed an eerie
feeling to duck through a doorway and slam
it shut, only to have it opened seconds later
by a virtually unstoppable man of metal!
Around level 9, a weird, haunting sound
will alert players to the Terminator robots.
These are shiny metal caricatures of humans,
with red baleful eyes, and a leering grin. The
slow hiss of these hard-to-kill monsters makes
hairs stand on end and skin crawl
at first contact.
Meta-Borgs — half-man, half-
machine — can take an enormous
amount of punishment before be-
ing incapacitated. Literally hun-
dreds of these slow, hulking
machines haunt the passageways in
the lower levels, armed with devas-
tating automatic machine guns.
The Meta-Guards, with their
backward-jointed legs and awe-
some firepower, arc fast-moving
robots that constitute the final de-
fense of the complex. The closing encounter
with the Meta-Node “Minotaur” was rather
a disappointment, since other than being big-
ger, Ladder, tougher, and having more fire-
power, it was nothing remarkably different
than the previous 2,240 metallic monsters.
Daze in the Maze
The first-person, 3-dimensional view of the
playing screen displays the digitized walls,
corridors and offices with amazing clarity,
although the game suffers from the familiar
Terminator: Rampage
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“blockiness” when viewing very near objects.
Centered at the bottom of the screen, the
player’s hands are shown in a semblance of
virtual reality, flesh tone and all, holding the
selected weapon at the ready. The hands even
jiggle in cadence with the player’s gait. A
targeting window appears in the lower right
corner when enemies are sighted within
range. Weapon and ammunition informa-
tion is shown in the upper left corner for easy
viewing during those frantic firefights. An
overhead map displaying the immediate sur-
rounding area proves extremely useful.
Rampage benefits from high-resolution
graphics, and the designers enhanced the
game immensely by scattering numerous
plants, chairs and dead bodies throughout the
complex. The walls are covered at
times with photos, paintings, flick-
ering monitors, and other para-
phernalia.
Like Wolfenstein 3D the environ-
ment creates a great sense of antici-
pation. You must always be
checking behind and to the sides
when coming to a fork in the pa.s-
sageway or a large open area. At
times, the sound of far-off doors
opening and closing adds to the
suspense. These audio effects were
so realistic that at one point 1
thought there was a prowler in his house,
instead of identifying the sound with the
game!
Termination Schedule
Though it captures many of the elements
that made Wolf 3-D s\xccfissh\\, it also shares
in its failings. The hi-res objects in the world
are completely non-interactive. There are no
buttons to press, no light switches to switch,
and no cabinets to search. Even rhe retrieval
of weapons, armor or medikit caches occurs
automatically. At least Wolf 3-D had secret
passageways to discover, but with Rampage,
what you see is what you get — no imagina-
tion required.
d'he game is essentially a shooting gallery,
with the player being forced to explore prac-
tically every square inch of each level to find
the necessary elevator pass card and the parts
to rhe PPC in order to advance down to the
next level. I’his exploration requires the
elimination of virtually eveiy enemy unit,
turning the game into a long and tedious stalk
through 32 levels of endless corridors,
bangity-bang-bang all rhe way. Picture it in
your mind. ..2,241 dead machines and both
trigger fingers covered with blisters! When
you finally reach the grand finale, the feeling
is not a sense of accomplishment or satisfac-
tion, but of relief that the game is finally over.
True, Wolfenstein 3-D offered the same re-
petitive game play, but it was novel and it was
the first. Rampage offers a “me-too” product
with a design that emphasizes “maximum
overkill.” Its thousands of monsters, miles of
passageways, and multiple weapons may
th rill players with a shooting gallery men tal i ty
and the patience of a computer, but those
looking for novelty in their 3-D shooters will
want to pass Rampage by. It’s a decent at-
tempt for an imitative product, but you
might say that the effort to catch-up to and
cash in on id Software’s success was doomed
from the beginning, cgw
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Strategy
by Ed Dilk & John Withers Unnoturol Seloction
U nmtural Selection, the Lincharactcris-
tic wargame from Maxis, is your
average mad-scientisc, brilliant gen-
eral, hassled by command, gotta breed warri-
ors little game. But since there aren’t any
other games in that category, more than a lew
people out there might need a little help to
become the Ghengis 101311 ol the genetic
world. Never fear: read on and you will be
provided with the information to give both
breeding and battlefield bravado.
The Lab Or The Slab,
It’s Up To You
The most important part of the game is
using the lab, and there are some important
techniques to maximize productivity during
these time constrained sequences. The first
trait you must emphasize is breeding.
Theroids that breed quicker than their com-
petition are more likely to conquer an island
than fighters. It might not be as glamorous to
outbreed the enemy as to fight them down,
but it works.
Experience shows zips are the best body
type for the breeding game, because by virtue
of their speed they also breed faster. When the
game starts, three pens filled with an equal
number of each body type are given. If the
walls between the pens are dropped, the hulk
body type will come to dominate. Instead,
make a much larger pen around all three pens.
Fill it with food and let the zips out onto this
little home-made range. When the zip popu-
lation outnumbers the other types by about 5
to I, release the walls to the other pens. In this
manner the zips will dominate, but the traits
of the other theroids will be assimilated into
the population.
As soon as the Synthetic Neural Injector
comes on-line it can help strengthen the
population. Many players may think that
since they already have a stable population of
zips, there is no need to use the SNI, but
nothing could be further from the truth.
When theroids with an abundance of one
trait are added to the population, it tends to
raise that trait in general. As such, create as
many dominant maters as the fiuid level will
allow and introduce them into the mix. Add-
ing some vision to the population at this time
doesn’t hurt cither.
The real work begins as soon as the database
comes up. Now the ability to cull the popu-
lation is in your hands, and proper culling is
crucial. In a perfect world, we would be able
to spend plenty of time sorting theroids of
different types into little pens and carefully
breeding for the perfect beast, but with Colo-
nel Griggs there to help you along, it
shouldn’t be too hard to remember that this
isn’t a perfect world. In a combat zone, time
is of the essence.
'fhere is a technique to using the database
and mutation dials for optimum wartime
efficienc)'. As soon as a stable population of
200-300 theroids with homogeneous stats is
established, turn the mutation dial up to
three and leave it for about five seconds before
hitting the database. In the database cull out
the viruses first, then kill all the low scores in
the particular trait you arc breeding for until
you have around 50 to 100 theroids. Let this
population stabilize and rebuild up to 200
without any mutation, then repeat the proc-
ess. This will increase the beneficial stats in
manageable increments without putting the
whole population at risk.
The ultimate breeding goal is mate and
speed ratings of 255. Don’t worry, you won’t
make this goal by the first battle, but scores
of over 100 in each category are
easily achievable. The only th ing to
be careful of at this point is the cat
score. It needs to be kept down. An
eat score of over 100 is going to
cause the theroids to want to eat
more than breed, and in food
minimal battle conditions they will
die for want of supplies. Once
these two goals are met, the re-
mainder of the stats can be brought
up to par, but at the start it is
critical to get fast, love-minded
chcroids.
The number in an optimum
population is a hard choice. The
more theroids alive, the more pre-
cious time each culling cakes.
However, if Griggs calls you to
battle and you don’t have enough troops
ready, death and dishonor are just a step
away. The best population for sorting and
culling seems to be just over 200. At this level,
there are enough theroids to get a good vari-
ation when mutated, but few enough to do
quick sorts. However, in the later battles 200
A strategy that works for us is to breed zips in an
outer pen until they outnumber the others by 5;t.
Then you can release the other types and absorb
their traits into the population.
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theroids aren’t enough. The best solution
is to get a feel, though liberal use of saved
games, exactly when Griggs is going to
call. Once the exact time of the bell’s
toiling is known, start letting your culled
population breed without limits two to
five minutes before the battle. At the start
of the next lab sequence, kill any extras
left over horn the battle past your opti-
mum population.
At first, population size can be trimmed
universally by cutting down on the food
supply, but later, if breeding for low
“eat”, theroids can survive with no food
(and this does come in handy on the
battlefield). When you reach this point,
a few minutes must be spent killing off
the extra troops each lab sequence. To
Col. Griggs is always on your case, but you don't have
to let him surprise you. Save the game at the
beginning of a scenario, play until Griggs appears,
note the time, and then start over using the time
information to plan your strategy.
minimi7.e this, keep sending troops to the
front, even when you have the island firmly
in control. The more troops left on the island,
the less precious time wasted in killing back
in the lab.
And speaking of population, leave the little
pens to the folks with cushy research grants
back stateside. What you need are combat
troops, and lots ol them. To this end, the
proper pen set up is one huge breeding pen
that takes up almost the whole screen. One,
or maybe two, eight-block pens can be kept
for a tiny bit of segregation, but bigger is
generally better.
And with the small pens we come to the last
point about the lab: perfection. There
will be those times where the perfect
theroids are among the population, but
getting their traits to spread is just about
impossible. There is a very chancy trick
that can be performed to perfect your
population, assuming the mate scores are
all at 255 and stamina is rea.sonably high.
As a general rule, you never want to cull
below 50 or so theroids, but with luck, a
high “mate” population can reproduce
with only 9-18 theroids. Ifa small num-
ber ofperfect creatures can be isolated in
time, there is a good chance of getting
them to hreed true. There is also a good
chance of killing them all off. As such,
before attempting this dicey procedure,
ensure you have a back up population
working in the main area.
like in most real battles) is air support. There
are six helicopters available, three Sea Knights
and three Sea Stallions. The Knights have a
much larger cargo capacity, hut they are
slower than the Stallions, There is also a
C-130, but it only provides generic food.
The helicopters are troop carriers, but they
also carry supplies to the battlefield, and the
use ol supplies is an integral part of winning
all but the first couple of battles. Of the four
food types, Lust is the most important. Wheit
dropping yourown troops, it is normally wise
to drop liberal amounts oflust-inducing food
with them. Remember, breeding is the key to
winning. Bran and Rage can be dropped
among enemies to kill them off
Using a noise maker, you can create a landing zone
amidst enemy creatures. By encircling the first noise
maker in a ring of others, you can create a safe
perimeter in which your troops can breed for a
few precious seconds.
Battle Stations
It is fine to muck about in the lab, bur the
real test ol mettle is what the theroid warriors
do on the battlefield, and even chough a
designer never feels ready, sooner or later the
tender little theroids have to be pushed out of
the nest to go and kill eveiyching in sight. The
most important element in the battle (just
Two other items are available from sup-
plies; noise makers and decoys. The proper
application of noise makers and decoys is the
difference between winning and losing many
battles. Noise makers can be used to get a
clear landing zone for your theroids. One of
the best techniques is to drop a single noise
maker in a relatively open area. After a couple
of minutes, drop a ring of noise makers in a
perimeter. As soon as the first noise
maker runs out, drop theroids and sup-
plies inside the perimercr. This gives
your creatures a few minutes to breed
before wading into battle.
Decoys can be used to seal small open-
ings and make walls. Dropping a single
decoy on an opening will cause enough
battling theroids to cluster chat they will
block the opening. By arranging the de-
coys inside the helicopters in a line, they
will come down in a line on the landing
zone and make a wall with the same
properties. A bit of practice and tiie de-
coys make a good augmentation to the
noise maker rings to give friendly
theroids time to breed up to strength.
An important consideration of ferty-
ing troops and supplies is riming. The Stal-
lions and Knights have different Hying times,
and it is an easy matter to accidentally drop
your troops in unintended “waves”, either
lacking important supplies, getting to the
battle after their supplies have been overrun
by the enemy, or arriving in numbers too
small to survive. This can be avoided by
careful planning. Highlight an aircraft and
put the cursor anywhere on an island and the
flight time is shown beside the craft. Send out
Knights, the slower machines, first. Then
highlight the Stallions and set the cursor on
the same landing zone. When the numbers
for ETA of the Knights and llight time for the
Stallions are the same, launch the Stallions.
The other point of aircraft control is the
C-130. Since all the C-130 can do is drop
normal food, it is an easy matter to con-
trol it. Just send it out as often as possible
to “paint” friendly areas with food. It is
sometimes easy to forget about the C- 1 30
in the heat of combat, but that is a dire
mistake, because the food the cargo plane
provides is “free”; that is, it doesn’t count
against your total available supplies of
food. Using the C-130 to its optimum
can be the difference between happy
troops and hungry troops.
After dropping theroids and supplies
there isn’t much to do but watch what
happens. Maxis provides a satellite that
can induce certain behaviors in a single
theroid, but when most islands are rap-
idly populated with a thousand or more
troops, the only real effect of the satellite is to
make you feel like you’re doing something
useful. As such, Unnactiral Selection, rein-
forces the most basic lesson of command:
prior planning prevents poor performance.
It’s tough to be relegated to the role of spec-
tator, but the guiding general is often little
more than that once the action begins, cgw
Pa^e 116
Conipiiicr (laiiiini; Worltl
S tripped of memory, artificially enhanced with both human and alien
technology, you are intended to be the perfect untroceable assassin for
the scheming Mondite's master-stroke.
But it's mote than a science-fiction computer game - it's an ORiGiN Interactive
Movie. We'vh mode a movie for you to star in, not just another game to play.
Your interactioh^dvances the story os you take
your anin^K^ 3-1)1 synthetic "actor" through a ^
Slraifto}iHlction«packed adventure^ M :
ORIGIN Interactive Movie'
CopyngM © 1994 ORIGIN Systems, Inc, BloForge and ORIGIN Interactive Movie are trademarks of ORIGIN Systems, Inc. Origin and We create worlds are
icgisiered trademarks of ORIGIN Systems, Inc. electronic Arts Is a registered trademark of Electronic Arts. Intel, Iniewes and Pentium ere trademarks
of Intel Corporation.
Available at a software retailer near you, or call 1 -800-245-4525 for MC/Visa/Discover orders.
Actual screens may vary.
• Employs the camera and editing
techniques found in your favorite
movies — from varied camera
angles to rapid-fire cut
sequences, long shots and
closeups for emotional impoct.
• Eliminates the ortrficial breaks
between interactive and viewed
portions of a game — the story
is melded into o single cinematic
experience.
• Directs the pacing and tempo so
that the plot flows swiftly but
smoothly, fueled by your
decisions.
For a great game experience,
WE recommend an Intel486™
DX2 OR Pentium™
processor-based system.
For literature on Intel
processors, call
1 >800-756-8766
Circle Reader Service #98
Review
Fighter Duel Pro 2
TITLE; Fighlur Dut'l I’rc) 2
PRICE: $59.95
SYSTEM: Amiga (ruviewtd). IBM (summw '94)
REQUIREMENTS; Kickslarl 1.2 or llighor. 2.MB RAM,
ACA miKle requiri's an Amiga 1200
or 4000 willi a monilor capalile of
displaying DBLNTSC or DBLPAL
NoFlicker screen tiKxles; hard drive
insidlloble
PROTECTION; None
DESIGNERS: William Manders, Malhew Shaw,
Andrew Dorman
PUBLISHER: Jaeger Software
Rockville. MD
(301)948-6862
FiightStick Pro, including “top hat” view
control.
More colors have been added to the simu-
lation world, the most notable being the in-
dividual fuselage colors on each aircraft.
Another outstanding addition is the deflec-
tion gunnery. In this version, it’s very tough
to hit anything unless you’re up close. The
new gunnery plus the shaking of the aircraft
while firing can create visuals reminiscent of
actual film footage taken in WWII. Jaeger has
also gone a long way in improving the one-
player mode. You can fly in Wingman,
Standard or Tournament mode, pick the bo-
geys, set the altitude, and change fighters
without having to reboot — a nice improve-
ment over previous versions. An addition I
find personally appealing is the ability to man
an anti-aircraft gun and practice shooting at
diving enemy planes.
In anti-aircraft mode I must have fired over
500 rounds of 20 millimeter cannon fire be-
fore I hit anything! Manning the AA gun at
first seemed like it would get boring quickly,
but trvo hours later I was still firing away and
unwilling to quit. This is an extremely useful
feature for mastering the deflection shot.
In past versions of Fighter DneL half the kills
occurred at over 800 yards. Because of the
laser-like straight-shooting bullets, you
would simply put the sight on the target and
pull the trigger — no deflection necessary.
Long distance kills are now a rarity in
FDPro2. In order to get good results you must
get within 400 yards or less, and even then.
"\n air combat there are no points for sec-
ond place."
- Roy Brown
R.A.F.
F ifty years ago, in the winter of ’43-44,
a desperate struggle for control of
Europe’s skies was being waged, with
each side striving for the best fighter technol-
ogy that its engineers could offer. The end
result ushered in the age of jets along with the
defeat of fascism. A half century later these
superlative aircraft are again available to fly-
by-wire enthusiasts in Jaeger Software’s new
Fighter Duel Pro 2.
The original Fighter Duel, which first ap-
peared on Amigas two years ago, was an in-
stant hit among the serious Amiga flight sim
crowd. Its realistic flight modeling was diffi-
cult to get used to, but once mastered, the
program awarded the diligent with an incred-
ible frame-rate and excellent head-to-head
modem play. Jaeger Software has since taken
the suggestions from their tight-Icnit group of
fans and incorporated them into Fighter Duel
Pro 2.
Upon booting the program for the first
time. Fighter Duel fans will notice that the
entire interface had been revised with a much
easier button format, replacing the previous
version’s pull down menus. This interface
proves handy in adjusting the many simula-
tion options and selecting from the huge
hanger of aircraft.
On my virgin voyage into the program, I
chose to fly one of my favorite planes of
WWII: the FW TA- 1 52, a plane with speed
to burn. Once selected, a silhouette of the
aircraft appears along with a list of stats SLich
as power plant, armament, climb rate, turn
rate and vulnerability. Moving on, I selected
four different bogeys and set their skill levels
all at Ace, figuring I’m a pretty hot pilot.
With a click of the “Begin Flight’’ button, the
screen darkened, then burst into the Fighter
Duel world as I had never seen it before,
including a horizon that is dithered with a
shaded sky.
After duly admiring the skyline,
I figured it was time to sight some
bogeys. I cycled through the many
different view angles with the cur-
sor burtons trying to find the en-
emy. Off to my left at 9 o’clock
low, they came in a finger four
formation.
Hitting the “War Emergency
Power,” I winged over and dove on
the climbing formation. One of
the past complaints about Fighter
Duel was the weak AI, so 1 moved
in figuring to blow away at least
two in a quick pass. I saw tracers
coming at me, my plane shook violently as
the hit counter ran up like a pinball machine,
and within two seconds I was kaput. Blown
up. Swiss cheese. Dead meat. Thus I was
introduced to a vastly improved FDPro 2.
Keyboard Cockpit
The major problems with
the previous Fighter D//e/ in-
carnations have been ad-
dressed in this release. No
longer do you have to juggle
the flight controls with the
left hand on the mouse and
the right hand on joystick. All
controls can now be manipu-
lated via the keyboard, and
the program now supports
both the Thrustmaster and
118
Coiupiiier Gdiiiiii}' World
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on onciem. Vet itdminj
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tiHolly.waoa!
nailing the target is not guaranteed. Jaeger has
added a lead-computing gunsight, which
does help in lining up deflection shots, but in
general the idea is to get as close as possible
before pulling the trigger (not too close
though, as the explosion may kill the at-
tacker). Thankfully, the game includes an
“unlimited ammo” option so duelers won’t
be running out of bullets.
Modem Wars
Playability has been drastically increased in
two-player mode. There are now four options
for dueling. In standard mode the starting
altitude can be set for each side from 1,000
up to 26,000 feet, which can help in handi-
capping a better player against a
beginner. As in the original game,
there’s a huge learning curve in
FDPro2. A new flyer will need to
spend many hours practicing in or-
der to compete with the experts.
Thanks to the new chat feature, a
new player can get on-line instruc-
tions and tips from many of the
duelers listed in the program’s
“phone book.”
In the two seater mode you can
team up with a fellow player via the
modem and take on the computer
bandits. I tried the top turret in the
P-61, and though I couldn’t hit anything, I
enjoyed the roller coaster ride. Extra RAM
and a fast machine are required.
My favorite modem option by far is the
Wingman mode. Both players hook up via
the modem, beginning in a wing or lead
position, and go hunting for two computer
bogeys. Each time a player or bandit is shot
down they reappear within seconds at their
original starting altitude. The arena becomes
a constantly raging furball. It can really get
hot if the wingman decides to send some lead
into his/her partner, initiating a real free for
all! Add the ability to turbo around at 16
times the normal speed and a real donny-
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brook is in the makings. When the serious-
ness of dueling gets too incense, 1 recommend
a tour of duty in the Wingman arena for a
little R&R.
Comparisons
I’ve found only one sim chat comes any-
where clo.se CO matching FDPro2. Kesmai’s
SVGA Air Warrior at times bears a distinct
resemblance. I get more of an actual “feeling”
of flight in Fighter Duel due to the unique
programming methods of Bill Manders and
company. This is not to knock Air Warrior, a
sim I enjoy immensely, especially in scenarios
involving 80 people. The difficulty Kesmai
because they have a whole world of data
involved. Both Kesmai and Jaeger handle G
forces differently. Jaeger lessens stick and rud-
der effect to simulate the forces that would
keep a real pilot from moving the stick and
rudder, while Air Warrior uses red-outs and
black-outs. Air Warrior does model debris
falling off planes, something I’d like to see
Jaeger put on their wish list for future im-
provements. Collisions add to the realism in
FDPro2, while they just aren’t feasible in Air
Warrior. Both are fine sims and in my opin-
ion are not really competing for the same spot
on the map. When the IBM version of
FDPro2 (coming this summer) comes out, it
will sit nicely alongside SVGA Air Wamoron
the hard drive of both novice and veteran
pilots alike.
Propwash
Enough cannot be .said about Jaeger’s un-
ending quest for the perfect dueling sim.
They started out with an aerodynamically
correct flight simulator, added guns, then
designed it to run at a smooth 28 frames per
second over the modem. The effort they’ve
made in listening to gamers and implement-
ing their suggestions speaks volumes of their
commitment. FDPro2 docs not have lots of
scenery or .specific campaigns built into the
program; it is not and has never been meant
to be an Aces of the Pncijic-\:yY>^ game. On the
other hand I’ve never found a flight simulator
with such a heavy emphasis on each aircraft’s
aerodynamics and their abilities when pitted
against other fighters. Fighter Duel Pro 2 rzics
as a top-notch simulator and a must have for
anyone who appreciates realistic, edge of the
seat, high intensity combat in 25 of the best
fighters WWIl ever produced. Check six!
CGW
Top Guns
Jaeger has added nine new aircraft to
Fighter Duel Pro, and of those nine, eight
are among the most advanced fighters to
come out of WWII.
Spitfire XIV: Arguably the best prop
fighter of the war, this outstanding fighter
climbs like a bat out of Hell. It’s only
drawback is a slow roll rate.
Focke Wulfe TA-152 “Tank”: Ex-
tremely fast and deadly. Has a very good
roll rate making it hard to stay with. It’s
also my personal favorite!
ICI-84 “Frank”: A fast and highly ma-
neuverable Japanese fighter meant to
counter the Mustang, Hellcat and Cor-
sair. In my opinion it can give all three a
run for their money.
Corsair F2-G: This 3000 hp monster
has an excellent climb rate. That coupled
with a very fesr roil makes rhis heavy ma-
chine a deadly weapon in the hands of an
experienced pilot.
Yalc-3: For some odd reason, the Ru.s-
sians named the first version of this fighter
the Yak-9 and then slowly worked their
way down to the Yak-3. Its ability to climb
at over 5000 ft. per minute, along with its
good handling characteristics, more than
makes up for its lack of firepower.
P-61 “Black Widow”: A huge two seater
that’s hard to approach due to the four
fifty’s in the top turret.
ME- 110: The only real dog in the game.
After flying this beast I understood the
110 pilot’s reluctance to engage Allied
fighters in a dogfight.
ME-262: This jet brought chilis to
bomber and fighter pilots alike! If you can
keep the speed up, the 262 is pretty much
invincible. The problem is, it’s tough to
hit anything while flying at over 500 mph,
and if you slow down, you become vulner-
able.
Komec-163: A firecracker that moves
fast and handles well. The Komet’s Achil-
les’ heel is its liquid fuel rockets that tend
to blow up after taking 1 or 2 hits.
faces is that it can t dwell on just the duel
Page no
Circle Reader Service #36
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Sub-Subscriptions
Your magazine is solid! Buc is it true that
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cover.
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Real Computers Have Keyboards!
Thanks for the 3DO coverage. It’s the ma-
chine I’m using for all my gaming, now. It’s
incredible! Please keep covering it and the
games available for it in the future. 1 love your
magazine.
Brady Brock
Nampa, ID
We appreciate your sentiment, but it wasn ’t
the majority viewpoint.
I applaud the expansion of scope in the
magazine (i.e. Kids & Computers, Share-
ware, etc.), I just hope the central focus re-
mains CtJWjOHrer Gaming World. Dedicated
game machines are not my idea of computers.
B. Rosapo
Crestwood, NY
i can understand your wanting to cover
3DO and all of those neat game systems, but
this is Computer Gaming World. Everyone
who subscribed, probably did so because of
your outstanding work with computer
games. Please leave those cheap little video
game systems where they belong — in other
lousy magazines. By the way, I loved the
telecomputing article. It really helped a lot.
Lars Bergstrom
Dyer, IN
Please concentrate solely on computer
games. The game boxes are just that — boxes.
Until the carts can show the depth ol com-
puter games, please exclude them.
Mathew Lu
Houston, TX
While I appreciate your desire to cover as
much as possible, I don’t particularly like
your reports on “game box” machines and
software. If 1 wanted to learn more about such
things. I’d buy a magazine devoted to them.
Otherwise, you continue to do a fine job.
Michael A. Lavoie
Nashua, NH
Computer Gammg World should not be
wasting my money on Nintendo or Sega or
arcade-type games in reviews.
Dave Fidford
Peoria, AZ
Stay away from 3DO coverage. I buy your
magazine because it’s Computer Gaming
World, not the Kids’ Videogame Survey.
Steve Rodick
Chicago, IL
First, we want to thank you for your concern.
We ’re feeling much better and the doctor says we
could even be in our right minds, given a month
or two to recuperate. Seriously, we knew that we
woidd catch a certain amount of flak by covering
the console conflict. There is always a. backlash
among computer users whenever console cover'
age sneaks into their publications. There is a
good reason for this backlash. Videogame con-
soles have historically been successful enough to
crowd computer software out of shelf space. For
example, one major retailer, who went way
overboard in restricting computer game shelf
space in favor of videogame shelf space, recently
had to change the mix in favor of more computer
game titles because of soft videogame sales. Nev-
ertheless, it is easy enotigh to understand hoiv we
can invoke fear in our readers whenever we use
valuable editorial space for cartridge reviews or
hardware reviews. The concern is that they will
get less space for specific computer game coverage.
We do not want to cheat our readers out of the
editorial coverage that they need, either. How-
I'M s«Ry, air mr. micRM /s Km omsed ev ax- Mivms ww rasov
BCCMHWH5S TWRPU&H A MAZE /NTHE OJMsecNCFA CASOE. IF HE FINDS
HE. WAV' OLiT/M > aers wsr the minotaur he'll cail vtx) Rtm
TTff A6AIM THU/SSAY.''
Page 122
Computer Gaming World
I0V15 c^sn vjovi
survWc m ^ coHst^ntlvj
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mtri5vic?
mil
vjovi be A mmor plawjcr
m tbc politics
of tliC A5C,
or pvisb tbe limits
of empire ^nb
bomln^nce?
Coming soon from Mindcraft.
Circle Reader Service 1189
LiTmiMDBy' L. Lots BUHAUS
wetL BEBURytuN
SLIPPEPY JACK ALIVE
AKJO THENAHRR
TReASURE WILL BE
PROreCTED FROM
-ONWftSHEDMlSCBEflNtS,
LIKE US. ^
,'i^ WELL
A HERE we ARE IN V
THE CARIBBEAN. ITS'
RICHLY TEKTUREO
WITH ROMANTIC ,
^ PERIOD /
CHARM,
y' neuo ^
' LITTLE MONkXYS!
THEY'RE JUST LIKE
CATS WITH PREHENSILE
TAILS. NEAT^
IT WAS
THE COMMISSIONERS
SAM, 3 MEAN MAX. '
HE SAIDTHERES BAD
TROUBLE IN THE y
ITTk CENTURY^j^^
Sshh. I \
SMELL THE FETID'
PRESENCE OF ,
deed-doers. J
pXMAX.
SOME KINIV
OFPIRATEY
NONSENSE. .
THE
WHATI
' LET'S
MOVE-
■umK!
r OKAY
BREAK IT UP.' '
WHAT THE HECKS
5 . GOINS ON J
^YeS...YES...Y£S?,?^
SWEET MOTHEROF
MERCY IN A
TOBOGGAN-- h/E'ff£
X ONOUHWAY/
ooh. ^
THAT'S TELLING
4vE •RE PIRATES AND'
WE'RE REALLY
. CRANKY. THAT'S j
VOUR JOB. Y
THIS ISN'T NICE. ^
AND I'M PRETTY
SURE IT5 AGAINST,
.THE LAW.
WAKE UP, LI'
S. BUDDY.'
WELL. ..NO.
x'''Oh... THERE
' CERTAINLY IS NO ’
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, IT REALLY A
'x dream, SAM'?^
^ YEAH. ^
SOHOSEOFF
^POG LIPS.^
ever, many months ago (before we were pur-
chased by Ziff-Davis), the editorial staff decided
that it tvonld he both interesting and useful to
cover the new generation of game machines. We
luere being asked lots of questions about these
machines, both on-line and hi person. So, we
decided to publish the feature, not start a trend.
Obviously, we don 't believe that too many of our
readers woidd ever convert to these machines as
their exclusive gamingplatform, hut we do think
they might buy them as a supplement to their
computers. As for other coverage of these ma-
chines, expect to see it restricted to occasional
Games Too Expensive ?
Consider Pre-owned Software
• Save big $$$ over new
• Original disks and manuals
• IBM- AMIGA -C64
• Hard-to-find classics plus
all the latest releases
• Call or write for free catalog
(.specify computer)
940 4th Ave #222 Huntington WV 25701
1 - 800 - 638-1123
Customer Service: 304-529-0461
DBS for complete list: 304-529-7050
software titles that we find worthy of note (and
not duplicated on personal computer platforms).
Help For Addicts
Wlici'c is tlie Betty Ford (diiiic for Com-
puter Game Addicts?
Sleepless in Seattle
Everett, WA
Sony, Bill. We’re not hiring at right
now.
Journeyman Question
I recently purchased a GD-IK^M game en-
titled The Journeyman Project. This game is
cool and 1 would like to see it reviewed.
Eric Press
Hamburg, NY
Take a Quantum Leap backiuard and grab
CGW dWS (July, 1993). Your wish is our
command. Back issues are available at $4. 00
each.
Highway To Heaven?
The (oi'thcoming information highway
may not be a godsend as much as something
to be feared. We will now be able to work,
MasterCard/VIsa
1-800-545.6172
(after 5 p.m.)
"Powerful program.s of growth and adventure”
MAdIC MIRHOIl 1 ... a toolbox for your mind. E. Kinnie, PhD,,
Clinical Psychologist, $39.95.
MACilC MIltIlOH n . . . experiences for your mind, $39.95.
TURKK (lATE.S . . . skryeing, awareness shifting, I Ching and
runes, $39.95.
MKIILIN ... an apprenticeship, $29.95.
PltOCNlX FIRE . . . high-tech Ouija Board, $39.95.
MAGIC MOUNTAIN . . . weird adventure, male and female
versions, not for children, $39.95.
Blue Valley, 29 Shepard St., Walton, NY 13856
Circh RVilcler Service #33
Pane 124
Circle Render Sendee #3 1
Coinpiiier Caiiiing World
MECHAMAIMDER
FUTURISTIC STRATEGY
COMBAT SIMULATION
MEMEERAFT
Far a free, playable demo of MECHAMANDER,
Dial BBS 310-320-5196.
Circle Reader Service #flfl
socialize, play and bunk from our living
rooms. Does this sound healthy to you? Most
Americans already watch too much televi-
sion. What happened to books, or conversa-
tion? Our culture is doomed.
IB.
Paterson, NJ
As with all of the discussion of the 500 chan-
nels, it is easy to miss the point to connectivity.
Having 500 channels does not mean that people
ivill t)y or should tiy to watch all 500 at once,
nor even that all 500 channels are worth watch-
ing. Instead, it should supply more options so
that viewers can watch what they want when
they want it. In the same ivay, we like to take
hope in noticing what has happened with tradi-
tional on-line sendees. Many of us have fiends
in all 50 states whom we have never met face-
to-face. Yet, every so ofien we meet them at a
gaming convention, through business or by de-
sign. It s exciting to expand our gaming universe.
The infonnation highway can expand that gam-
ing universe exponentially. We also hope that
people loill learn to work smarter as opposed to
working more. The potential of this infonnation
highway to allow us to search more databases or
poll more samples should enrich our work, not
dilute it. Of course, the potential for abuse and
misuse exists in eveiy technological advance.
CGW As Hard Drive Optimizer
I only wish I would have discovered your
magazine before I bought half the trash clut-
tering up my hard drive. Great job.
Alex Koers
Maiysville, CA
Great point. Maybe lue shoidd release our
negative reviews on disk as "The Ardai Utili-
ties, ’’"Scorpia's Def-ag'andCGWTools “Com-
press. ”
Taldng A Puke
To make your magazine perfect, “Taking A
Peek” needs to be discarded or replaced. I
don’t know what to replace it with, but I'm
sure the people at CGW' can think of some-
thing.
Kris Scubla
Laguna Niguel, CA
When a game appears in “Taking A Peek, "it
should tell our readers that we just received a
copy of the shrink-wrapped, retail prochict as the
tnagazine was going to press. Since ive do not
review games based on beta copies, a position not
imiversally held in the computer game magazine
category, the inclusion of a product in "Taking
A Peek "signals that the product is available and
may be reviewed.
Co-Co For Computers
J. Wilson’s editorial (CGW'#! 14, p. 8) put
into words exactly the way 1 feel now about
“cutting edge” buying. I’ve been computing
since the “Color Computer” from Radio
Shack came out. I’m currently on my seventh
computer upgrade. I’ll wait and see.
Edward Leferink
Martinez, CA
Unfortunately, too many gamers are discover-
ing that the cutting edge slices both ways — for
them in power and against them in the ever-
shortening upgrade cycle. Here ‘s hoping that the
48G generation gives gamers a chance to assimi-
late the technological advances of the List 18
months before having to move on to the next
generation.
All GUSsied Up
All the GUS users should call the Advanced
Gravis’ BBS. They’ll give patch files for much
better Sound Blaster emulation on most
games.
Lars Bergstrom
Dyer, IN
GUS users can reach Advanced Gravis via
CompuServe by typing GO PCVENB or call the
Advanced Gravis BBS directly at (604) 431-
5927. CGW
A service organization developed to integrate technology and creativity
to deliver a package of uncompromising high quality.
Certified developers for:
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For More Information Call (512) 834-S325
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Circle Reader Service #86
Page 126
Cuniptiier Gaming World
.tO'S'rtY
r\xis the Gamecheater gives you a few new tricks in your favorite games —
special powers, enhanced weapons, and extra iives. So now you can get on
with the adventure, past that nasty spiked pit, without burning your last life in
a bad Super Dave imitation. Or you can ioose your vengeance with that out-
law turbo laser cannon you've always wanted. With Axis the Gamecheater,
you get the little boost you need to keep the game fun! Superpowers are yours
on demand — with just the press of a key!
Axis the Gamecheater provides custom cheats for dozens of the most popuiar
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your favorite software source!
For more information, call
7
or 901-682-9676, Fax: 901-682-9691
Circle Reader Service #32
Copyright © 1 993, Baseline Publishing, Inc. All rights foreign and donieslic reserved. Axis the Camcchcaicr and the Baseline logo aro iratlcmatks of
Baseline Publishing, Inc. All ulher names are trademarks of their respeclive holders. Hcipl I’m being hclil caplivc in the fine-print disclaimer!
Reviews
Four Footed Friends
This interactive book (the first in a
planned series) presents a charming chil-
clrcn’s primer about a variety of
qiiadripcdal creatures.
After reading a four-line verse (which
is also read aloud by the computer), the
child is free to click on any one of three
on-screen guides, who provide further
information on that page’s featured ani-
mal. Albert the Number Worm provides
interesting facts and figures and invites
Four Footed Friends
Price: $57.95
In Brief; An animated, interactive chil-
dren’s story book.
Requirements; Macintosh with 4I\/1B
RAM; 256-color display: hard disk with
12MB free space; System 6.07 or
higher.
For Ages; 3 and up.
Other Versions; Macintosh CD-ROM,
Windows, Windows CD-ROM (ail
$57.95 each)
T/Maker
1390 Villa St.
Mountain View, CA 94041
(415) 962-195
Circle Inquiry #130
kids to click on various parts of the se-
lected animal. In doing so, kids are re-
warded with suiprising and generally
amusing results.
Wendy the Word Worm uses the se-
lected animal as a springboard to leach
important reading and language skills.
(She'll also read the words aloud in
French, Japanese or Spanish. What a
worm!) Finally. Pablo the Picture worm
(complete with bcrel and goatee) invites
kids to paint the animal in whatever col-
ors they see fit using a small, built-in
electronic paint program, Kids can also
print these pictures to color in with cray-
ons or markers.
Every screen within the program is in
full color. No matter where a child
clicks, he or she is rewarded with a
charming, and usually quite extended,
audio and visual effect. There is always
some creature dancing around or some
animal sounding off, eager to provide a
laugh or educational tidbit.
Curiously, the storybook, which is the
heart of the product, is only five pages
long. This brevity is due, no doubt, to the
fact that full color graphics and extended
digitized sound lake up so much disk
space. (The CD-ROM version saves the
family hard disk from premature over-
load.) Space constraints do nothing to
change the fact that five pages isn’t
much of a book. It must be said, how-
ever, that the little that is here is a shining
example of interactive children’s enter-
tainment.
— Ken Levine
Yearn 2 Learn
Good grief! Here’s a program with
five terrific concepts for kids activities,
great animation and great music. It could
easily have been split into five separate
programs. Yearn 2 Learn provides a little
something for everyone, but it stretches
itself a little thin in the process.
To its credit, the program’s Comic
Strips is a terrific reading activity with
familiar characters, fun stories, great
animation and lots of audio and visual
reinforcement. Kids can read and re-read
words and phrases as often as necessary
— the comics make it fun. Kids are
challenged to find hotspots on the screen
that trigger animated sequences. While
the search for hotspots detracts from the
reading activity, the program doesn't
claim to be a reading-tutor program.
Yearn 2 Learn's, math activities en-
compass several skill levels, from very
simple counting, addition, and subtrac-
Yearn 2 Learn
Price: $64.95
In Brief: Snoopy and the Peanuts gang
read, color, count, and play.
Requirements: IBM compatible with
4MB RAM; VGA display; hard disk with
12MB free space; Windows 3.1 or
higher.
Audio Support; Sound Blaster, Pro
Audio Spectrum, and compatible de-
vices.
For Ages: 3 to 10
Other Versions: Windows CD-ROM
($64.95); Macintosh ($64.95); Macin-
tosh CD-ROM ($64.95)
Image Smith
1313 Sepulveda Blvd.
Torrance, CA 90501
(800) 876-6679
Circle Inquiry #131
tion, to complex multiplication. Stu-
dents choose their activity by skill level.
The Easy activity involves counting
Woodstock’s friends as they come and
go; the Medium activity is a bowling
game; and the Hard activity involves
calculating the weight of a pumpkin.
Again, the auditory and visual reinforce-
ment is terrific.
Then there’s the Flying Ace games.
These include an activity that asks kids
rave 128
Compuier Gaining’ World
to match a picture with a sound effect,
and an unsophisticated, arcade game
billed as a memory skill tutor.
The Geography Games are great intro-
ductory activities in a puzzle Ibrmat.
Depending on the skill level chosen,
kids can drag states to their correct posi-
tions (the state’s name appears and is
spoken by the computer); or. kids must
not only position the state, but name it as
well. More options for configuring the
game {like turning the guides on or off)
would have been welcome.
The program's Coloring Book activity
consists of ten black-and-white comics
that kids can color. This activity may
promote tactile coordination skills in the
very young, but it's too unsophisticated
for older children. Crayons pop up when
selected (the computer describes the
color — an outstanding feature), but
kids won’t be able to print their finished
pictures (an egregious oversight).
Overall, the concepts in Yearn 2 Learn
are solid. Every child will find challeng-
ing things to do. But it’s questionable
whethei- parents will want a program
geared to address their child's abilities
seven years down the road. With the
disparity between kids' abilities be-
tween the ages of 3 to 10 (the .self-pro-
claimed target for the progrtim). it’s liard
to see how an activity that entertains and
challenges a three-year-old can hope to
sustain the interest of a lO-year-old sib-
ling.
— Felicia Donovan
Discovering America
This somewhat novel approach to
learning about history lets students learn
about early Spanish exploration in the
Americas by experiencing it. Success
and high .scores do not come easily. Kids
must read short passages and plan their
moves with cunning.
Playing this game takes patience and
determination. For those youngsters
who like to solve puzzles, this game is a
sure hit. For tho.se who prefer action and
glitter. Discoverinf’ America may not
sustain interest. Each player takes the
role of a Spanish explorer who learns
about America in a simulation of travel-
ing and trading with natives.
The game tries to combine traditional
computer text-based games with the lat-
est multimedia sights and sounds, but it
doesn't always succeed. Brief musical
Discovering America
Price:$59,95
In Brief; The Spanish exploration of
America comes to life in an action ad-
venture game that develops critical
thinking and reading skills and builds
decision making abilities.
Requirements; IBM compatible with
640K RAM; VGA display; hard disk with
1 .6MB free space. A mouse is optional.
For Ages; 8 and older
Other Versions: Macintosh; $59.95
Lawrence Productions
1800 South 35th St.
Galesburg, Ml. 49053-9687
(616) 665-7075
Circle Inquiry #132
interludes accompany movement
around a map of the southeastern part of
the North American continent. A dotted
line marks the course of the journey
between current and selected locations.
The graphics arc less than stunning.
Colorful native villages and wilderness
.scenes provide a backdrop for dialogue
boxes that pop open in the center of the
screen, Players must constantly click ar-
rows to scroll through the text.
The playing screen combines the mes-
sage box and background picture with a
control panel on the bottom portion of
the screen. This control panel shows
icons and numbers representing the
status of the explorer's health, wealth,
and supplies. The panel also shows two
rows of command buttons. Pressing a
button results in a dialog box displaying
the results of the command.
These command buttons are the only
interaction between player and game.
The choices are: Trade, Convert. Find
Gold. Pillage. Move. Encamp. Depend-
ing on which command is pressed, a
message box may ask the player to press
a key for the number of days the action
will take or the number of gifts offered.
Players can get slightly different results
by redoing a command and changing the
number response.
Di.scoverin^if America ofTers few sur-
prises, Players must discover how the
game works as they read about early
American life.
— Jack M. Germain
Kid’s Studio
This exciting and innovative chil-
dren’s product is, at heart, not really a
children's product. CyberPuppy (they
get a point for the company name alone)
has taken what is essentially a business
presentation program (like Aldus Per-
suasion or Microsoft PowerPoint), and
stripped out all the overly complex and
non-entertaining elements. The publish-
er then added pictures and sound effects
that invite kids to let their imaginations
loose.
Kid’s Studio is a story-making pro-
gram. Here’s how it works: First, kids
(and parents too) may browse through
Treasure Chests, which are scrapbooks
full of photos, illustrations and cartoons.
(Many of the photos even display edu-
cational captions when kids click on
them with the mouse.) Two hundred
fifty pictures come with the program,
and the publisher has promised to make
more pictures available in the future. As
if that weren't enough, kids and parents
can import pictures directly from Photo
CD discs. These discs are available for
families who want to develop photo-
graphs for use on CD-ROM drives that
are capable of displaying the pictures,
either on a computer or on another Photo
Kid’s Studio
Price: $59.95
in Brief: A computerized storybook
maker.
Requirements; Macintosh LC or bet-
ter with 4MB RAM; 256-color display;
hard disk with 7MB free space, System
7.0 or higher. CD-ROM drive support-
ing Photo CD is optional.
For Ages; 6 and up.
CyberPuppy Software
P.O. Box 19500
Rochester, NY 14619
(716) 436-3570
Circle Inquiry #133
March 1994
Page 129
CD device. (There’s even a five-dollar
coupon for CD processing from Kodak
included in the package.) Each picture
used in a Kid’s Studio document can tlien
be placed, resized, and even edited (with
the program’s paint program).
Kids then add text to the image and, if
equipped with a sound-capable Macin-
tosh, record music or voice to play along
with the images. Each screen they create
is called a page. Pages can include any
number of pictures and sounds, and the
sounds may be played in any order. Kids
string together numerous pages to create
a story. Budding video artists can use the
program’s canned transitions to move
from page to page. All of the created
pages, sounds, and transitions can be
edited at any time.
Kids can play their finished story as a
slide show by setting timed intervals be-
tween pages. In addition, any story may
be saved as a QuickTime movie (Quick-
Time 1 .61 is included in the package) so
friends and family who do not have
Kid’s Studio may see the show for them-
selves.
This is a fairly comprehensive, easy to
use product that has much to offer. The
only major problem is the contents of the
Treasure chests. The pictures contained
with the program, while of good quality
and exceptional variety, are fairly u.se-
less in trying to tell a story. The broad
range of subjects is hampered by the use
of each subject in a limited way. For
example, because the program’s dino-
saur picture offers but a single pose,
there is a limit to what can be done
visually with the picture in the context
of a story. A better approach would have
involved using body parts that could be
manipulated by the story makers to cre-
ate a variety of different poses, moods,
and situations.
De.spite this limitation, Kid's Studio is
an exceptional product. It provides a
valuable creative outlet for kids, and is
sophisticated enough to appeal to par-
ents. Bringing kids and adults together
around the computer is always a wel-
come idea.
— Ken Levine
Zurk’s Learning Safari
Imagine a magical place where story-
books come to life, letters change into
animals, and kids can play hide and seek
with crocodiles and caracals in the Afri-
can Serengeti. Zurk’s Learning Safari
offers a combination of seven different
content-rich activities designed to allow
children plenty of exploration and dis-
covery time. It also introduces and rein-
forces basic skills like shape
recognition, letter recognition, matching
and counting.
This program distinguishes itself from
the standard basic skills learning pro-
grams in many ways: from the beauti-
fully illustrated, watercolor graphics to
the rhythmic African-flavored music. In
Explore Story, the cursor becomes
Maya, the lion cub. Kids can easily con-
trol Maya’s movements without having
to hold the mouse button down as the cub
explores a fully interactive jungle and
tries to get back to her mother. In Hide
and Seek (two separate activities), kids
can hide or search for camoullaged ani-
mals and magically change animals in
the “transputer,” a unique transfoi'mer
complete with sound effects.
In Puzzles, kids can play with five
different puzzles and place pieces sim-
ply by clicking on them and dragging
them around. Shape recognition skills
are covered in the Magic Box. Positive
reinforcement is provided by Zurk. an
animated character that leads kids
throughout the program.
In addition to Zurk’ii rich multimedia
learning experiences, the Parent’s Guide
(also a Rhyming Book) provides many
In Brief: A delightful multimedia early
learning journey.
Requirements: IBM compatible (386
or better) with 2I\/iB RAM; VGA display:
hard disk; mouse.
Audio Support: Sound Blaster, Ad-
Lib, Disney Sound Source, and com-
patible sound devices.
For Ages: 3 to 7
supplemental activities for parents
which can be performed at the computer
or away from the keyboard. Background
material on Zurk’s African adventure
includes an explanation of African
rhythms and instruments; pictures of all
the animals mentioned throughout the
program; and a bibliography for further
reading and exploration.
— Felicia Donovan
Mind Castle
Here’s an intriguing word-skill game
that takes the drudgery out of learning
vocabulary. The game is ideal for inde-
pendent home study or team efforts in
the classroom.
Players enter the Word Wizard’s cas-
tle to begin a series of puzzles. They can
only solve the puzzle by clicking on
objects in a room and picking the coirect
meaning to a word challenge. Wrong
answers prompt a new clue and more
chances to answer correctly. Each cor-
rect answer provides another piece to a
larger mystery question. When players
gel enough correct answers, they pro-
gress to a higher level of play.
Graphics are an integi'al part of this
game. Players move through 20 rooms
in the five story castle looking for clues.
Selecting various objects in each loca-
tion reveals a word challenge. If enough
Mind Castle
Price: $59.95
In Brief: Players build vocabulary skills
in this challenging puzzle game.
Requirements: IBM compatible with
640K of RAM, VGA display; hard disk
with 1MB free space. A mouse is op-
tional.
Audio Support: AdLib, Sound Blaster,
and compatible sound devices.
For Ages: 8 and up
Other Versions: Macintosh, $59.95
Lawrence Productions
1800 South 35th St.
Galesburg, Ml. 49053-9687
(616) 665-7075
Circle Inquiry #135
Pcifie 130
Computer Gamiiif’ World
Advertisers’ Index
RS#
ADVERTISER
PAGE
RS#
ADVERTISER
PAGE
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ADVERTISER
PAGE
25
7th Level
137
60
Gosselin Computer Prod
144
95
Nova Logic
13
26
Accoustic Research
72
61
Hi-Tech Expressions
5
96
Ocean Of America
113
27
Aditus
51
62
Hi-Tech Expressions
3
97
Ocean Of America
99
28
AldeaLabs
166
•
HPS Simulations
169
98
Origin Systems
117
29
Altech
83
63
Impressions
25
99
Origin Systems
188
30
Apogee Software
33
65
Inner Circle
73
100
Origin Systems
111
126
Avalon Hill
171
66
Interplay
57
101
Paper Mayhem
172
31
Bare Bones Software
124
67
Interplay
21
102
Papyrus Publishing
101
32.
Baseline Publishing
127
69
Keyboard Commander
140
122
Prometheus
71
121
Bethesda Softworks
63
70
Koei
149
103
OOP Inc
107
33
Blue Valley
124
71
Kraft
66
104
OOP Inc
187
34
Broderbund
40-41
72
Lance Haffner Games
112
105
OOP Inc
157
35
Bryon Preiss Interactive
32
73
Logitech
80-81
102
Quarterdeck
145
36
Cape Cod Connection
120
74
Logitech
115
106
Readysoft
105
37
Carey DeVuono Games
75
124
Mallard
141
107
Realism
165
38
Chips & Bits 87,89,91,93
75
Maxis
29,31
108
REM Software
112
39
Colorado Spectrum
92
76
Media Vision
52,53
109
Sideline Software
166
40
Compsult
152
78
Megatech
67
125
Sierra On-Line
139
41
CompuServe
37
79
Merit Software
69
110
Sigma Designs
27
42
Computer Express 58,59,60,61
80
Merit Software
95
64
Simulation Systems
94
120
Computer Express
132,133
68
Micro Sports
65
111
Simulations Canada
152
43
Creative Labs
49
81
Microforum
103
112
Sir Tech Software
11
44
Crystal Dynamics
8,9
82
MicroLeague
77
113
Software Express
121
45
Disk-Count Software
177
83
MicroLeague
159
114
Spectrum Electronics
144
49
Dongleware
135
84
MicroProse
17
115
Spectrum HoloByte
84-85
50
Dongleware
179
85
MicroProse
35
*
SSI
151
51
Electronic Arts
46-47
86
Midian
126
•
SSI
153
52
Entertainment Int’l
173
87
Midnight Games
163
•
SSI
155
53
Falcon Northwest
7
88
Mindcraft
125
116
Suncom
64
54
Flagship Magazine
154
89
Mindcraft
123
117
Thrustmaster, Inc.
108
55
Formgen
2
90
Mission Control 1 46-1 47
123
Time Warner 1. Group
143
56
Future Vision
161
91
National Videotex
97
118
Titan Games
175
57
G.E. Info Systems
23
92
Nawu Triad
100
119
Virgin interactive
109
58
Gamer’s Gold
167
93
New World Computing
119
* No Reader Service Number. Please
59
Genovation
55
94
Nova Logic
12
March 1094
Pof’e IJI
BEGINNING READING
BIG GREEN DISC
ALGE BUSTER 3
MARIO'S TIME MACHINE
Join ihc Mario
G'olScrs on o wild
rtde ihrou^H lirra
grcar moments in
serieZlnkHO
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Iho Jurassic period,
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Mario Visit the workshop of Thomos Edison,
ride along wirh Neil Armstrong and cheer lor
Bobo Ruth, in oddition to witnessing scores ol
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tionol for the whole fomily
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eriuotions and tronsloln word probltims into
algebraic eitpresiions. Two challenging new
grophic gomes will ensure that you become o
S rophing expert Covers oil subject areas ond
PUBUSHER: Dovidson
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PUBLISHER: Diicovcry Chonnel 7
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Circle Reader Service #120
questions aren’t answered before the
digital timer reaches zero, the game is
over and players must start again.
Mind Castle is based on proven lan-
guage learning strategies. Players re-
spond to vocabulary drills in a
non-repetitive manner that draws them
into reacting positively. Vocabulary
questions are posed with context clues so
youngsters can rely on their reading
skills rather than mere memory. The
game reinforces spelling skills, too. And
it teaches students to choose the appro-
priate word meaning among words of
multiple meanings.
Students learn more than word skills
playing this game. They also learn to
budget their time wisely. Guessing
wildly and moving aimlessly about the
castle takes time. Solving puzzles adds
bonus lime.
Mind Castle is ideal for students with
either weak or strong language skills.
And players who get easily fiiistrated
can use shortcuts to locate the hidden
puzzles.
— Jock M. Germain
Mario’s Early Years; Fun
With Letters
Good teachers know that the best way
to teach a new concept is to introduce it;
then teach it in as many possible ways to
address all different learning styles. This
learning game follows the same formula
with fun activities that introduce letters
and letter sounds. At the opening screen,
kids decide whether Mario or Princess
Toadstool will be the active character.
They then select from ten different
worlds for their learning adventure.
These worlds include a variety of activi-
ties: simple songs; letter recognition; al-
phabetic order: sentence fill-in;
letter-sound recognition (phonics);
vowel recognition; letterblending; letter
building; and identification of first letter
and last letter sounds.
Several of the game’s activities can be
played in one of two modes; Discovery
Mode or Learning Mode. In Discovery
Mode, Luigi sleeps soundly and kids
click on interactive objects or characters
without any restrictions. In Learning
Mode, Luigi wakes-up and invites kids
to participate in specific activities such
as pointing to particular letters or finding
words that end in specific letters. Kids
Mario’s Early Years!
Fun With Letters
Price: $39.95
In Brief: Mario teaches letters and
letter sounds in 1 0 fun-filled activities.
Requirements: IBM compatible {386
orbetler) with 640K RAM; VGA display;
hard disk with 14MB free space;
mouse.
Audio Support: AdLib, Sound Blaster
and compatible sound devices.
For Ages: 3 to 6
The Software Toolworks
60 Leveroni Ct.
Novato, CA 94949
(800) 234-3088
Circle Inquiry #136
can easily switch between the two
modes by clicking on Luigi.
A Parents’ Information Center pro-
vides a resource with a wealth of infor-
mation on what each world attempts to
do, which helps parents guide young
learners toward specific skill areas. It
includes an explanation of the natural
stages of learning in young children;
home play follow-up activities; and
what the purpose behind each activity is.
Parents can also configure the program
in a variety of ways to suit their child’s
learning styles. The only option missing
is a printing feature.
All of the activities are fun, and they
cover just about everything kids need to
know about letter and letter-sound rec-
ognition. Fun with Letters has enough
balance between active and passive ac-
tivities to keep kids engaged for hours.
— Felicia Donovan
Mr. Drumstix’ Music Studio
Even a novice can’t help but acquire
new musical skills after using this en-
gaging program. Us games and activities
provide serious musical training for
young minds eager to learn about the
world of notes, rhythms, and chords.
For beginners, the program offers ac-
tivities as basic as a Karaoke-style sing-
along. Twenty classic children’s songs
come with the program. Kids can bell
out a tune to Mr. Drumstix’s musical
accompaniment, adjust the tempo, and
even change the instruments — all with
the click of the mouse. Additional song
files arc available from the publisher.
Several musical games of varying
complexity challenge young ears. Thc.se
range from a simple test of counting
notes, to a more advanced game that
trains kids to recognize and distinguish
different chords.
To help guide them through the musi-
cal games, kids can rely on three com-
puter characters: Ms. Florida Keys,
Guitar George and, of course, Mr.
Drumstix. Kids use these campy charac-
ters to make music, while learning about
the instruments at the same time. Before
long, kids will be improvising new mu-
sical compositions.
Ambitious young composers can take
advantage of the program’s rhythm edi-
tor to create original melodies and drum
parts, which can be played back using
any of the 128 different musical instru-
ments that arc synthesized within the
program. Sounds range from the sublime
to the ridiculous, and can be plugged in
at virtually any point of a composition.
Mr. Drumstix is easy to install and use.
The clear and readable manual does a
good job of explaining all of the compo-
Mr. Drumstix’ Music Studio
Price; $69.95
In Brief: A lively and entertaining pro-
gram that lets kids express their crea-
tivity while exploring the world of music.
Requirements: IBM compatible (386
or higher) with 4MB RAM; VGA display;
hard disk; sound device or MIDI inter-
face; Windows 3.1 or higher.
Audio Support: Sound Blaster com-
patible devices.
For Ages: 3 to 9
Howling Dog Systems
Kanata North Postal Outlet
Box 72071
Kanata, ON, Canada, K2K2P4
(619) 599-7927
Circle Inquiry #137
Page LU
Compiler Ganihii' Worlil
My son
and 1 love this
> game!!!
Great world!
Robert Strauss, Burbank
My daughter ( J 1 years old) and I have become "Oxyd"
addicts. IVe cannot wait to begin exploring the many
other levels. Jhanks for creating such an excellent prod-
uct. R. 5., Germantown
This is, without question, the most impressive game I
have ever seen. I am amazed at the audio, visual and
action. George L. Tanty, Arlington Heights
Outstanding programlll! John Bemauer, Los Gatos
^ow\ That's all I can say about Oxyd. What an incredible
game! Hurry! I can't wait to play!!
This game is highly addictive. Stuart Ritchie, Canada
One of the nicest games I have seen in a long time.
Thanks for creating such a challenging piece of software.
Steve Brannon, Canada
I'm completely booked! Patricia B. Smith, NH
The game is a blast! Excellent graphics, extremely well
done. Interesting challenges in each landscape also. I
look forward to the next 90 landscapes. David Mangini, Cl
The game is really slick, well designed. Those first JO
levels alone were worth paying fori
One of the most elegant games I've played. Thanks a lot
for a great game. Jeffray Jondahl, San Diego
OK so we got hooked!
I enjoy this game a great deal and so do my children and
their friends. It is just what I have been looking for !!
Jerome Wescolt, Minneapolis
My whole family enjoyed your game a great deal.
Michael C. Moore, Columbia
Oxyd has to be the most artistically superb piece of
programming that I have seen. From my position of
having completed about one third of the single-player
levels, the landscapes have been continuously varied
with a marvelous attention to graphic and audible detail
that makes each new one a continuing delight. I espe-
cially appreciate how the marble interacts in seemingly
realistic but different ways when rolling over or bouncing
against different “natural" (or unnatural) substances
like stone, wood, swamp, freefall etc. At this point, I'm
already worrying that I'll run out of levels (assuming I
keep solving the puzzles). Jeffrey R. Harrow
Even our Syr old enjoys the game.
I just had to write to tell you how much fun I've had
playing Oxyd. The attention to detail - the sounds, the
textures of the surfaces - really adds to the fun of the
game. It invites the imagination for a ride.
Thanks also for making all of the landscapes challeng-
ing but not impossible. At first I thought that landscape 76
was unfairly difficult, but when I found the way through
it, I really admired the ingenuity. lom Phoenix, Porihnd
It is rare to find such a visually appealing, addictive and
playable game. Kathryn Wilson, Ausirolio
I'm really impressed with your game, Oxyd. Congratula-
tions on a unique and fun product, and best luck to you
all. John M. Dodd, Thousand Oaks
Call 617-497-1130
for the Oxyd magnum! retailer nearest you
Get a free appetizer for PC Mac^ Amiga or ST:
Send S 4.00 for shipping <5 handling for }0 challenging landscapes
of Oxyd to Dongleware, 35 Howard Street, Cambridge, AM 02139.
Send S 4.00 for a 5 level leaser of Oxyd magnum! (PC or Mac only)
Oxyd@ magnum!
for PC, Mac,
A500 - A2000, ST, TT or Falcon Computers.
Sequel of the award winning Oxyd,
naw at a store near yau!
Mot: IMS RAM, ular ar monoditomel
PC: 386 or above, 2.5MB RAM. CGA or VGA, Seuadbla. or Adi. optmal.
Oryd Cietits:
Best Brain Gnme
MtxWodd Cane He/ of fane 1 993
Game of the Year
Canpuiet S fVdogogd: 06/93
Score this game a solid 10
Cumnt Rotes 06/93
"A" rating - Wow! Exquisite.
A must for your games library.
MgoWodd 06/93
Game of the Month.
MkWcH 02/93
Top of the Charts
Bm leoiet Categay, K Comes Gemn edition.
Circle Reader Service #49
nents. Sonic iidvanccd computer users,
especially those skilled in using Mi-
crosoft Windows, may object to certain
design elements, such as the inability to
minimize the program to the desktop.
But if parents recognize such features as
a means of guarding important computer
data against accidental erasure, the de-
sign makes sense.
The ease with which kids can begin to
explore music and sound is the major
attraction of this program. It's notable
features will have kids singing its
praises.
— Dennis McCauley
Parenting
Young parents and would-be parents
are always looking for good reference
books about parenting. This interactive
reference provides six different popular
publications in one location, produced
by a husband and wife pediatrician and
pediatric nurse team who, with theirfour
children, have survived the parenting
process.
The Pctrentin}> guide is primarily a set
of electronic books, bringing to bear the
convenience of the powerful search-
and-cross-referencing ability of the CD-
ROM medium. The sparse utilization of
the full powers of multimedia in this
Parenting
Price: $79,99
In Brief: A set of six books on CD-ROM
subjects concerning the prenatal-to-
preschool period.
Requirements: IBM compatible with
640K RAM: VGA display; CD-ROM
drive.
Audio Support: Direct CD audio out-
put
For Ages: 10 and up
Creative Multimedia
514 NW 11th Ave,
Portland, OR 97209
(503) 241-4351
Circle Inquiry #138
program is the largest weakness of this
mostly excellent reference. Still, it gives
parents a tool that provides immediate
answers to thousands of problems that
arise with children during the first for-
mative years.
Six minutes of audio examples of chil-
dren's normal language development is
followed by a child development spe-
cialist’s comments and examples of nor-
mal child-to-adult conversations. There
are over 400 color and black-and-white
digitized photographs of parents and
children from different ethnic back-
grounds, and in utcro fetal development
pictures.
The six references are controlled and
cross-referenced by a logical system that
performs searches and retrievals on the
information. Those who find extensive
text difficult to read on the computer
display will find the ability to print a
welcome feature. Saving information to
a file for use in other programs, like a
word processor used in a research l eporl.
is also available.
Topics covered in the book include:
fertility, pregnancy, baby book, birth,
baby name book, question and answer
book, and a children’s medical guide.
Many parents will enjoy the complete
baby name book. The home medical
guide is a thorough reference of useful
information. Most parents will I1nd their
prenatal-to-preschool concerns an-
swered with this publication.
— Al Giovetfi
King Arthur’s Magic Castie
A medieval playground sandwiched
in plastic is a good description for (his
child’s adventure game. Kids arc free to
explore one of four areas, but the game
offers nothing new to distinguish it from
other adventure games, or from educa-
tional games using the adventure motif.
From the Castle, players may click on
any one of a number of on-screen hot
spots (the moat or the drawbridge, for
example). Each spot provides a little ani-
mation and an accompanying narration
explaining the purpose of the particular
structure. This tour is essentially the en-
tire educational portion of the game.
After the grand tour, nascent knights
may try their lances at a joust. Jousters
are given their choice of horse and oppo-
nents. The Joust is an extremely simple
hand-eye coordination contest, which all
King Arthur’s Magic Castle
Price: $49
In Brief: A mix of fact and fantasy for
entertaining kids.
Requirements: Macintosh with 2MB
RAM, 256-cotor display: CD-ROM
drive; System 6.07 or higher.
Orange Cherry/New Media
Schooihouse
PO Box 390
Pound Ridge, NY 10576-0390
(800) 672-6002
Circle Inquiry #139
but the youngest will soon find tiresome.
The interest level generated by this con-
test cannot compete with more modern
battles waged on popular video games.
Following the Joust, kids can make a
quick stop up in Merlin’s tower. Here, a
player may click on any visible object
and be rewarded with an entertaining
animated sequence. But while every
click brings about a musical, witty sur-
prise, there arc only so many places to
click, and the animation and sounds are
repetitious. Unless Merlin comes up
with some new guests for his party, he
will most likely find himself a very
lonely wizard.
Finally, there is a fantasy role playing
element that takes place underneath the
castle. Players wander through a rela-
tively simple maze, hunting for treasures
and Hceing danger. This type of game
has been done before, with much more
panache.
Despite the overal I attractiveness of its
sound and graphics. King Arthur’s
Magic Castle tries to be too many things
and loses its focus in the process. Parents
whose primary educational goal for their
children is to make them marginally con-
versant in the layout of a medieval castle
should make this addition to their soft-
ware library. The rest of us will find
more food for thought elsewhere.
— Ken Levine
CGW
IJ6
Conipiiler Gaming World
Enterlainvitmt
Magazine
Join your kids on
m adventure they’ll
iver forget!
Take them to Tuneland", a magical
place of fan, music and laughter!
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when you play with Tuneland by yourself, Lil’ Howie promises not to tell!
See your nearest software dealer today!
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Circle Reader Service #25
0
r
OF THE
1
[ESI
r
Blasters, Dinos
and Voodoo Dolls
Du Jour
by Chuck Miller
T his monch’s menu of shareware picks
features rather eclectic fare. Topping
the list, our main course is another
Apogee release destined for success — Blake
Storie: Aliens of Gold, a 3-D action game in the
tradition of Wolfi7istein 3-D. Also being
served is Dino Slot from BFM Software, a
Windows-h^sed slot machine with a prehis-
toric twist. For dessert we have Voodoo Doll
for Windows, a program that allows you to
“stick it” to friends and foes in more ways
than one.
I Think You’ve Got Your Genes
On Backwards
Dr. Pyrus Goldfire, a sinister madman from
the future, is using genetics to create a bizarre
army of creatures with which he intends to
wage war against Earth. In the timcle,ss tradi-
tion of the B-movie, Goldfire’s plan of con-
quest and destruction must be stopped, and
only our illustrious hero can save the day. Six
hidden mutant hatcheries must be cleared to
put the dastardly fiends out of commLssion.
Blake Stone: Aliens of Gold, produced by
JAM Productions, is Apogee’s follow-up to
the eminently successful Wolfemtein 3-D.
While not quite up to the overall quality of
Id’s latest creation, Dootn, Blake Slone is
nonetheless a high quality, first person blast-
fest. Those who already have the first release
should note that version 2.0 is now available,
featuring several improvements, including
lower memory requirements, light sourcing,
and auto-maps that rotate to show your ac-
tual facing direction.
With 66 levels of explosive action through
six missions (the shareware version provides
one mission to lure you into ordering the
other five), Blake Stone takes you on a futur-
istic, mutant-mangling adventure. Of course,
several levels ofdifficulty have been provided
to tune the quantity of mass destruction to
your preferred level.
Regardless of the difficulty level chosen, the
overall score is determined by several factors:
total points earned, informants left alive, and
the number of enemy creatures destroyed.
Scores arc tallied for each floor and mission,
displaying ratings based on Blake’s profi-
ciency, and they can be viewed at any time to
check on progress. Just a hot key away is the
auto-map of the floor currently occupied.
Major features such as open and locked
doors, and the player’s position arc clearly
depicted. As in Wolfenstein 3-D, secret doors
and walls exist, requiring your thorough and
careful efforts to locate. A new fea-
ture — one-way doors — add to the
difficulty of clearing a level. Fortu-
nately, the weaponry provided
eases that burden for those less-
subtle players.
Visually and audibly, Blake Slone
has much the same feel as Wolfen-
stein 3-D. High quality 256-color
graphics offer a familiar look, bur
feature brighter colors and greater
detail, fhere arc also more oppo-
nents to face in this sci-fi setting,
giving a total of 20 unique charac-
ters. Graphically, atmosphere rates
high, accompanied and enhanced
by 15 musical soundtracks and appropriate
digitized gunfire, punctuated by screams and
thunderous explosions in AdLib and Sound
Blaster sound. Overall, Blake Stone delivers
the goods on all counts.
All six missions of Bkike Stone: Aliens of Gold
are available for a registration fee of $59.95,
plus $5 shipping and handling. As a special
conce.ssion to CG W readers. Apogee will give
youa$10di.scount ifyou mention this article.
Included with the registered version is the
game manual, a hints and secrets guide, and
cheat code (enabling full health, all weapons,
full ammo, and all necessary level access key
Blake Stone: Aliens of Gold
card,s). d o order, send your payment to: Apo-
gee Software, PO Box ^96389, Garland I'X
75049-6389, or call (800) GAME123 with a
charge card in hand.
Ugh! and Bunga Binga! Take
Gambling Back To The Stone Age
Regardless of whether aive men and
women gambled, today’s dino lovers can cer-
tainly do so with Dino Slot, a cute and educa-
tional game from BFM Software. Play is
simple, as you place a bet of one to five rocks
and pull the slot machine (club) arm. The
more bets placed, the greater the chance of
winning (five bets, for example, increase the
total ways of winning by five — across each of
three rows and diagonally from corner to
corner). As the last wheel comes to rest, your
winnings, if any, pour from the slot (watch
your toes!). An “Ugh!” means no win, while
“Bunga Binga!” reaps cold, hard. ..stone.
In addition to the basic slot machine func-
tions, Dino Slot allows you to increase your
winnings by taking a Dino-Quiz. Answer the
po.sed questions correctly and earn extni
rocks. Guess incorrectly and feel that conti-
nental shift in your pockets. For the most
part, the questions are relatively easy, though
a few ringers are thrown in to keep it from
being too simple. Also provided are a handy
Wheel Editor and Payoff Editor, with which
Pui^e i3H
Coinpi/lcr C/iniiiiff Wurld
See your favorite retailer or call: 1-800-757-7707
SIERRA*
Circle Reader Service 0125
Voodoo Doll for Windows
you can edit the wheel combinations
and payoff combinations to your lik-
ing.
While Dim Slot is geared primar-
ily for the younger gamer and does
not classify as a true gambling pro-
gram, more mature types will cer-
tainly gain some pleasure trying to
beat the odds in this prehistoric
game of chance. Both fun and edu-
cational, Dbio 5/bf will keep players
entertained long enough to learn
some interesting facts or, at least,
relieve some workday stress. Dim
Slot may be tried free for 15 days,
after which it must be registered. Just
send a check or money order for
$13.95 made out to Brett McDon-
ald at: BFM Software, Brett McDonald,
38602 Lancaster Drive, Farmington Hills MI
48331.
When You Do The Voodoo
That You Do
Certainly not a game but still entertaining,
Voodoo Doll for Windows wWavj?, you to “pin-
point” good and bad curses to inflict on the
people of your choice. Curse a friend, neigh-
bor, spouse, boss, anyone actually. The good
news is that curses need iiot be bad. While
you can inflict others with disease, rashes,
baldness, job loss, divorce and a visit from the
in laws, you can also “curse” them with the
benefits of happiness, good health, a pay raise,
love and healthy hair. You cannot mix curses
in your recipe, however. Ail must be either
good or bad.
I'o assist in the proper placement ofvoodoo
pins, a handy button calls up an overlay of
viral areas. Head, brain, eyes, heart and groin
(yow!) arc carefully identified for greatest of
accuracy. Once pins are placed, you can either
remove them to start again or effect the curse.
Choosing the latter will result in some visual
mumbo jumbo — the screen dancing left and
right for a few seconds, then disappearing. At
this point, you can consider your “victim” to
be under the spell of voodoo magic.
Thankfully, Voodoo Doll for Windows\$)\.isi
a software toy and is not intended to be a
functional program. The author, Ian Firth of
Diversions Software, while visiting New Or-
leans, found the subject of voodoo to be
interesting and put together this neat little
digital plaything. Voodoo Doll for Windoivsis
available for a modest $5 registration fee.
Checks and money orders are accepted, and
upon registration, the author promises you
the peace of mind that he won’t use his
voodoo doll against To register, contact:
Ian Firth, Diversions Software, 966 Kramer
Court, Aurora CO 80010, CompuServe
76450,3711.
This concludes our look at shareware for
another issue. Software reviewed in this col-
umn is available through distributors of
shareware and public domain software, as
well as on many on-line services. And remem-
ber, if you find a shareware program enjoy-
able, please register it with the author. Until
next time, be sure to get your fair “share” of
great games! cgw
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FALCOIV MAPPER: The famous Red Flag, Instant Atlion and HUD cnistomizing
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SnOWF3: Viewer for screen-shots taken willr Falcon's strcrcll screen-capture program!
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Page 140
Circle Reader Service 469
Corii/mlcr Guminif World
FLIGHT 51MULATOR®FLIGHT SHOP - THE ADVANCED AIRCRAFT & FLIGHT DESIGN SOFTWARE FROM MALLARD & BAO
You're a simulator pilot who's looking for something more in on air-
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Mallard Software and BAO bring you Flight Simulator Flight Shop;
the advanced aircraft and flight adventure design program that gives
you the tools you need to create the flight experience you've always
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With Flight Simulator Flight Shop you can build, from scratch, a
visual airplane model to your personal specifications for use in
Microsoft's® Flight Simulator v. 5.0. Combine aircraft flight aero mod
. els from Microsoft's Aircraft & Scenery Designer'^, or fly one of sever-
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danger, random events, rewards and endless thrills. And for your
plane's exterior treatment, there's a new paint shop that will let you
give any of the aircraft your personal, artistic touch. Add digitized
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and you've got a ride that requires more than a seat belt!
So if you're a power pilot looking for a power ride, look to Flight
Simulator Flight Shop from Mallard Software and BAO and push
your own envelope!
Millard
1-800-WEB-FEET
Circle Reader Service # 1 24
© 1993 Mnikifd Sollwnre, Inc.
Review
Fidlge
N'ear
A Glimpse At The Cards Of
Positronic Bridge
by David E. Lindeman
CCT
1 :
[ t was the best of times, it was the
worst of times.” So Charles Dickens
started his classic story, A Tale of Two
Cities, at once providing not only a great work
of literature, but a quote to be used by endless
generations of writers to describe duality.
Bridge is, itself, a game of two parts, bidding
and play. Many players are stronger in one
area than another, sometimes markedly so. It
should come as no surprise that we now have
a computer bridge game that shares the same
characteristics.
Positronic Bridge is a recent entry into the
computer bridge game market, coming on
the heels of such earlier products as
Grand Slam Bridge //and Micro Bridge
Companion. Since I reviewed both of
these games previously in CGW, I’ll use
them as a basis for comparison. Coming
ayearafter GrandSlamlJsini three after
Micro Bridge, one would expect it to
capitalize on existing techniques to
make general improvements on both.
Well...
Silent Screens
Positronic opens with a simple screen,
featuring a small rotating planet and the
Positronic Bridge logo. No sound, just a
little note saying “Press any key to continue,”
whereupon you get another screen, again
with the Positronic \opp. ’I’his gives way to a
menu of three options — Setup, Play and
Exit — which is rather remini.scentofa BASIC
game written for an EGA display. Even
worse, about one third of the options under
setup are non-functional until you buy the
Positronic Bridge Advanced Edition. Appar-
ently, the enhanced version provides a whole
series of bidding options — but more on bid-
ding later.
The display improves once you select play
and get to the bidding screen — a simple and
attractive layout that uses a grid to represent
possible bids. The mouse may be used to
select the bid you want, or to ask the program
for a suggestion. Once bidding is complete,
the hand play is similarly simple and attrac-
tive. The left corner displays the cards played
on the preceding trick, the open hand(s) are
revealed on the table, with the cards displayed
in the center. When Positronic stops to evalu-
ate a play or bid, it displays a cute graphic of
a brain with neurons firing in the upper left
corner. A feature o^ Grand Slam H t\vM I miss
is the ability to display all tricks played up to
the current point.
At the conclusion of each hand, Positronic
shows the contract and current score. 'I'hc
game scores all hands using the rubber-bridge
method. There is apparently no option in the
works to support duplicate scoring like Micro
Bridge does. You can then choo.se to replay
the hand, go on to a new deal, or exit. Select-
ing exit does not, however, return you to the
main menu, but to the two logo screens in-
stead — as ifwc don’t get enough advertising
on TV.
Do You Wish To Bid?
Bidding is the most varied and hotly argued
part of bridge. There arc more sys-
tems and conventions in the wide
world of contract bridge than any
one penson can po.ssibly remember.
Your reactions to any bidding sys-
tem depend a lot on your personal
experience and how you think about
the game. Of course, this is the most
difficult part of the game to repre-
sent by computer, since human play
depends on agreements and is sub-
ject to change, error and intuition.
Positronic comes with precisely one style of
bidding. The book that accompanies the
game describes most of its bidding conven-
tions. Not to worry, though, because Po-
sitrotiic vi\\\ not allow you to bid incorrectly.
If you make a bid other than the one the
program would make, it will tell you that
your bid is wrong and to try again or ask the
suggestion box for the right answer. While
the attempt at tutoring the player is reason-
able, it comes across as patronizing, especially
to seasoned players. The bidding system Po-
sitronic nses is similar to Standard American,
although it does not use the five card major
suit convention for an opening bid
of “one” that is .so common today.
Since I play a bidding system
known as “two over one,” I found
the game’s bidding system to be oc-
aisionally confusing, providing me
with ample opportunity to read the
“Your bid is incorrect” box. If you
are new to the game of bridge, how-
ever, you will find the program to be
a consistent, if not brilliant, bidder.
It does do some things that I find to
be poor practice; for instance, since
it will open a 4-card suit, you may
find yourself in a 3-notrump con-
tract when you have a 5-3 major suit fit. And
since Positronic won’t let you vary from its
bids, you cannot correct such hands to 4 of
the major, which is where most people agree
they should be played. This is, to some extent,
an artifact of the bidding system, and one of
the primary reasons for the use of the five-
card major opening 1-bid. It also denies the
human player the
Positronic Bridge
TITLE: Positronic Bridgo
PRICE: $49.95
SYSTEM: IBM
REQUIREMENTS; 2Bf. or bettor, ECAA'CA
graphics. 2MR hard drive
space, mouse supported
PROTECTION: Key disk check
OtSICNER: Dr. David Lever
PUBLISHER; ReadySofl Inc.
Ontario, Canada
(416) 731-4175
Pdf^e 142
Computer Gaming Worlil
R0N\ of 19931
NEW*YORK
TIME WARNER
INTERACTIVE GROUP
An interactive epic adventure on CD-ROM,
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opportunity to make a brilliant bid, or to
make an incredibly bad bid and learn why at
the school of hard knocks.
The Advanced game may correct these
problems. It claims to provide a tool for
building a new bidding system using an arti-
ficial intelligence model called an engram.
Since this was not available for the review, I
cannot comment on its ease of use or features.
It’s Your Turn, Buddy
Positronich'^s options to use both suit count
and attitude signals. Even better, it actually
pays attention to your suit count and attitude
signals, a consistent problem with Grand
Slam 2. While Positronic does not seem to
understand suit shift signals, this is a universal
foiling in computer bridge games. Positronic
uses very standard openings, making it fairly
easy to understand, and it also goofs from
time to time by sticking too closely to the
standard leads, as do other bridge programs.
On the plus side, Positronic W\\\ lead the top
card of your bid suit, giving it an advantage
over most other bridge games.
A minor foiling in play is an option to claim
all remaining tricks. Positronic vj'iW take your
word for this and concede all remaining tricks
even if it holds a clear winner that you have
missed, so be careful. Another quirk is the
help option. If you ask for help after the first
lead, you will get a mathematical display
claiming to show the relative number of tricks
winnable by each card you could legally play.
Being a computer programmer by profession,
I took a fair amount of math in college, but I
found this display to be rather uninformative.
According to the instructions, Positronic
will learn and adjust to your playing style over
time. Some part of its artificial intelligence
routine theoretically grades the results of each
hand and makes minor adjustments as it ac-
cumulates data. In the time I played the game
to prepare for this review, it is hard for me to
state that the game adjusted to my playing
style. My opinion is that it had made some
changes, but I would be hard-pressed to ex-
plain exactly what. Positronic^ play is consis-
tent and generally good, which makes it a
good practice tool for playing hands. It will
occasionally get creative with a lead, with
mixed results, which can be a little disconcert-
ing, but I like this feature. The program
encourages you to stay on your toes, to con-
stantly think about why a specific lead was
chosen, and gives the program the chance to
make an occasional really great lead.
A Jumbled Scoresheet
If you are a beginning bridge player, Po-
sitronic s bidding system is an adequate one
for learning the game. If you already play
bridge and are looking for that 24-hour game,
it might conceivably turn you into an ax
murderer. I found the bidding to be so irri-
tating that I had to take periodic breaks from
the game. A feature like the bidding Row-
charts used in Micro Bridge would be incred-
ibly helpful in explaining how to get
Positronic to make the bid you are convinced
is correct. This serves as a necessary replace-
ment for the feedback you would get from a
human partner as you reviewed hands after
play (“No, no, when you made that bid, I
thought you had 6 spades, because otherwise
you could have just bid notrump...”). 1 found
this to be particularly frustrating because its
play is good and, if the documentation is
correct, will only improve.
I would only recommend the current ver-
sion Positfonic Bridge X.O a beginning player
or to one willing to learn an entirely new,
albeit primitive, bidding system. The features
advertised as being part of the Expert edition
might make it a truly useful, if not terribly
attractive, tool. I hope this is true, because 1
find the concept of the product to be very
interesting, cgw
THE ULTIMATE ROLE-PLAYIIMG AID
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mouse andkeyboardsuppof1,onlinecontextsensitivehelpandacompletewindowing
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Bard's Tale 1 -3, Wizardry 6-7 and more). The price for this editor is $59. 95, So, for
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Page 144
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34
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44
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59
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39
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59
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34
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52
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79
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Circle Reader Service 1190
Computer Wargaming World
A Wargamer’s Scouting
Report From CES
by Alan Emrich
A lthough you’ll have to read our CES
feature for the complete picture, al-
low me to present a quick war-
gamer’s-eye view of upcoming products
shown at CES. In general, things look pretty
good for wargamers for the next six months
to a year.
In the Things Are Often What They Sim
department, 1 had a great time at the Origin
booth. While I appreciate deep flight sims, I
enjoy easier ones. Along those lines, both Pa-
cific Strike and Wmgs of Gloiy games cover
their respective WWII and WWl aerial com-
bat eras with grace and narrative story lines.
Apparently, they’ve listened to a lot of player
feedback, and have made playability their pri-
mary design objective. Both games add an
enjoyable Wmg Commander to their sub-
jects, and I quickly found myself having a
good time with them.
Changeling Software is still working away
on an IBM version of their hot Macintosh
space conquest game, Pax Imperia, although
they were not sure if modem support would
make it in time for the IBM release. Also
unsure about modem support was Impres-
sions with Ed Grabowski’s next wargame,
tentatively titled D-Day. Based on an im-
proved The Blue & The Gray engine, D-Day
includes distinctions between leaders unlike
its predecessor. Also showcased was Castle
Conquest-, a sort of Caesar meets Castles //in
medieval England which will support up to
nvo human players via modem.
I was a Spy at SSI
SSI had a five wargame line-up to talk
about, not all of which were available to look
at. Norm Kroeger’s Iron /v'rrwill present tac-
tical armored combat from WWI to the near
future at the platoon level (200 yards per hex)
in a computerized board game style. It will
feature scenarios, campaigns, and design-
your-own features in eras such as 1917/8,
1939, 1967, etc. Their Great Naval Battles II
voyages to the Pacific and includes carrier
operations a la Carrier Strike. From the team
that brought you Clash ofSteelNiW be Opera-
tion Overlord, a D-Day to Berlin campaign
with that same strong boardgame feel.
Gary Grigsby is busy working on his as yet
untitled Panzer update. Armed with
some SSI power programming tools, Gary
will be hot-rodding his future games, and art
director Tom Wall will greatly enhance their
graphic look. What really knocked my com-
bat boots off was the announcement ol Pan-
zer General., inspired by — 'brace )'ourselves —
a Japanese SEGA cartridge wargame. Now, 1
“I Came,
I Played,
I Conquered”
can imagine what you’re thinking, but keep
an open mind. I’ve actually played the game
that inspired this highly Americanized ver-
sion and it’s pretty addicting. Players conduct
campaigns, such as the invasion of Poland,
overrunning the west, etc., at the appropriate
operational level. Panzer Gencral \vAS a famil-
iar cozy hexgrid structure and enough tactical
nuance to make any wargamer feel right at
home. 1 admit to owning a lot of Japanese
wargames, but none have I enjoyed as much
as this one.
At QQP, always a wargamer’s favorite stop.
they were showing The Perfect General 2,
which I’ve become a de facto play-tester of.
The new unit types have been carefully cho-
sen, and a lot of spunk has been added to the
look and feel. Since the AI isn’t in any version
I’ve seen yet, I can’t comment on how it’s
coming along. Their Grandest Fleet is some-
thing many have been hoping for — The Lost
Admiral on steroids. They’re putting a lot
more of both sizzle and steak in this product,
particularly on the economic side of the
game. While The Grandest Fleet looks like
QQP in their glory, I was very pleasantly
surprised to see an out-of-house design
they’re calling The Pure Wargame (what a
great title!). The first volume (can you say
scries?) features airborne battles on an opera-
tional scale. It’s a real /wrorrV^/wargame from
QQP, with a fine graphic look and all of the
bases covered from what I could see. Lacking
the time to shake down the AI, I am curious
to see if it’s up to the Lost Admiral. It’s a shame
that it lacks modem support, as it would seem
a natural for on-line play.
Take That Hill!
For the finale of my CES tour I stopped by
the Avalon Hill booth where they were show-
ing Kingmaker^ based on the advanced ver-
sion of their popular board game (see Johnny
Wilson’s preview in this issue for more de-
tails). AH was also showing a very V for
VzVr(7?)‘-looking operational WWII desert
wargame called Operation Cnisader. Both
Crusader and the upcoming Beyiond Squad
/<?/?(/<??• arc projects Avalon Hill is working on
with Atomic Games. Designer Keith
Zabalaoui from Atomic and Jim Rose of The
Hill’s computer division were eager to answer
many tough wargamer questions, particularly
those about their Computer Third Reich,
which they were also showing (albeit without
AI).
And that’s my thumbnail scouting report.
Don’t forget that we’re still beating the drums
for strategy, replay, player aid and “deep
analysis” war/strategy gaming articles. Con-
tact me at the office, {7\A) 283-3000 x25, or
on any on-line service if you have an idea to
pitch, cew
Pufie 148
Computer Gaining World
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^ CIjronc Pp ^np
(©tljer iSame
The Gamer as Kingmaker in Avalon Hill’s
War of the Roses Game
by Johnny L. Wilson
tAene^onc, <iMtce ^ c<z*tuot
iHt 7o- e*ttent^zitt
^ etet&MUiied to- tJj.
idle- jdeoMne^ dcufA . "
— Shakespeare, Richard III, I, i, 28-31.
T hough Richard Ill’s opening mono-
logue begins by implying that
England’s long “winter of discon-
tent,” featuring the red rose of Lancaster
upon the throne, is finally over, the self-
proclaimed villain announces a chilling
series of plots and schemes designed to
bring himself to the throne. The history of
his machinations would be written in the
blood of his fellow nobility. Between 1455
and 1485, three kings (Henry VI, Edward
V, and Richard III), one crown prince, nine
dukes, one marquis, 13 earls and 24 barons
lost their lives, and two royal houses, both
the Nevilles and the Beauforts, were totally
destroyed.
Computer Kingmaker^ like its boardgame
predecessor (Kingmaker), focuses on the
actions and alignments of the nobility,
/ . as opposed to the strategies
ics constantly underscore this
fact, as each noble is repre-
sented by his appropriate
heraldic shield, and the shields
move about the map to show
the location of each noble.
Each noble has the same sized shield,
regardless of army strength or political posi-
tion, and is assumed to have his army with
him. Hence, the flow of the game seems to
emphasize the leadership of the nobles
rather than the movements of armies and
the numbers of casualties as in more tradi-
tional wargames. Kingmaker (in both
boardgame and computer forms) focuses
upon the partisanship, power and survival
of individual nobles such as Neville, known
historically as “Warwick the ICingmaker.”
As in the boardgame, garners represent
factions to which are dealt hands of nobles,
titles and resources, You can play
with as few as two factions and as
many as five. The larger the num-
ber of factions, the smaller the
number of resources to be distrib-
uted within each faction. Then, it is your
job as leader of a faction to divide the titles
(a noble must be at least an Earl in order to
hold an office within the kingdom and be
able to wield more power) and resources
(offices, ships, archers, crossbowmen, sol-
diers, etc.) among the nobles in order to
assemble the most formidable fighting
forces and determine the initial starting
positions of each noble (when there is a
choice). It is very important to balance your
nobility with- regard to strength,' because
the game contains enough randomality
from the effects of plague, weather, and a
wide variety of summons to assure that any
noble may end up alone and vulnerable to
another faction at any point in the game.
Indeed, when a noble is killed by plague or
execution, the entire military and political
strength of that noble is lost to the faction.
Hence, a well-balanced faction, with its
power divided equally between its nobles, is
a faction that is likely to sur\'ive.
Once the resources are distributed, your
task is to maneuver the heraldic
devices representing your nobles
across the map of England. In so
doing, you attempt to capture a
claimant to the throne to be your
puppet monarch and to capture rival
claimants in order to extinguish the claims
of the rivals by surgical decapitation. The
player who manages to have the highest
surviving claimant and brings enough epis-
copal force to bear to effect a coronation
will win the game. The clear nature of the
victory conditions is, within itself, an
improvement over the boardgame where
many gamers have never actually finished a
Pa^c 150
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game of Kingmaker.
Kingmaker can be won and offers a
suitable challenge on many levels.
Naturally, acquiring a claimant
and offing the rival pretenders requires the
construction of forces large enough to
besiege castles and defeat rival forces. As in
history, however, you may find that you
have worked for several turns to prepare an
assault, only to have one of your nobles
summoned home to quell a peasant revolt
or to defend against a Scots raid. Worse yet,
you may build a massive assault force and
experience the plague on the verge of win-
ning. Fortunately, random factors may also
benefit you. As in the boardgame, you may
get the equivalent of “Fresh
Morses” and be able to move fur-
ther by land, or draw the equiva-
lent of “Fair Winds Assist This
Ship” and be able to move further by sea.
The random nature of the game causes the
sands of history to shift as swiftly as the cir-
cumstances faced by the feudal lords of that
chaotic era.
Battle is initiated whenever a
heraldic device, representing one or
more nobles in a faction, stops in
the same location as another rival
heraldic device. Battle is decided in
one of two ways. First, you can click
on the attack button, enabling the comput-
er to make a quick and dirty
calculation based on the gen-
eral odds and to report the
victory, defeat or inconclusive
result immediately. This is the
way battle was handled in the
original boardgame. Second,
you can choose to control the
forces. This allows you to
deploy all of your forces and
to be able to set tactical objec-
tives for each unit. This
approach is much more satis-
fying to the traditional
wargamer and offers something of a minia-
tures feel CO the battles. To be sure, these
battle sequences could easily be described as
limited, but attractive, versions of the com-
bat system found in Sword of the Samurai
from MicroProse, Electronic Arts’
Centurion or Impressions’ Micro-
Miniatures series.
Glorious Summer?
Computer Kingmaker plays so
smoothly, once you get used to a
few clumsy conventions (I had to
force myself to remember to distrib-
ute titles and resources before moving my
nobles and prematurely ending my turn
when the nobles were out of movement
points), that it feels like playing the
boardgame with human opponents. Some
of the artificial opponents (particularly the
yellow, gray and purple factions) play with
ruthlessness and abandon, rushing to seize
and kill anyone or anything in their path.
Others (particularly the blue and orange
factions) tend to wait patiently and move
seldom until opportunistic circumstances
arise. Unfortunately, there is no provision
in the European version or the American
beta version used for this sneak preview for
multiple human playets, whether by e-mail,
SOFTWARE CLOSEOUTS
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HAVE YOU EVER WONDERED
WHY THOSE OTHER "SIMULATIONS"
ARE SO UNREAL?
PERHAPS, WHILE DOING MORE
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WE DIDN'T.
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SIMULATIONS CANADA.P.O. Box 452, Bridgewater, NS, Canada, B4V 2X6.
Circle Reader Service ^40
Circle Reader Service #7 7 7
Page 152
Computer Caiiii/ig World
THEGENirS
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Encounter genies, sinister sor-
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ADVANCED DUNGEONS & DRAGONS. AO&D, AL-QAOlU. ttie TSR logo and all TSH characters, character names, and ihecfislinclive likenesses
thereof, are trademarks oi-/t»d by and used under ircense horn TSR, Inc. ^1994 TSR. Inc. :91994 Strategic Simulations. Inc. All rights laserved.
TO ORDER; Visit your retailer or
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Explore a new game
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IBM 256-color VGA Displays
modem, or “hoc seating” one computer.
This is a loss, because Computer Kingmaker
plays faster chan any game I’ve played of
the boardgame and would make a wonder-
ful referee/utility for multiple human play-
ers. Nonetheless, it is a very playable soli-
taire game until you learn the styles of the
opponents and make mental notes like “Do
unto Yellow before Yellow doeth
unto you.” Fortunately, there may
be a mechanism for mixing up the
AI in the final version, though this
is not definite.
Computer Kingmaker plays so much like
the boardgame that non-boardgamers may
become impatient with the speed with
which the artificial opponents make their
moves. Because the emphasis
of the game is upon the move-
ments of nobles, each step of
each noble is animated on the
screen as the noble’s heraldic
device moves from location to
location. This animated
movement provides important
visual cues to the experienced
boardgamer, letting the gamer
know about the artificial
opponent’s vulnerability
or, as several nobles
begin to zero in on a
certain locale, strategic objectives.
Those who dislike boardgames may
feel chat this sacrifices the computer’s
strength of providing limited intelligence
and may feel disappointed by this design
choice.
Finally, many computer gamers will feel
that the conceit of having the
heraldic markers, taken literally
from the boardgame, move across
an analog to the actual game board
is inadequate compared to the com-
puter’s capability of providing digitized
video, detailed animation and CD-quality
audio. Some will discount the limited ani-
mation available in the beheading
sequences where nobles meet their end, the
storm sequences celling ships to move
directly to port, and the plague sequences
where monks march from door to door
announcing death. Some may counter chat
the battle sequences are nice, but purists
may wonder if this is enough to justify the
purchase of a computer game. Those of us
who still play boardgames will answer to
the affirmative. Others will wonder at our
patience.
Capers Nimbly?
Computer Kingmaker may signal
the emergence of the type of com-
puter wargame that many of us
have always wanted to see out of Avalon
Hill. It does not challenge the state-of-the-
art in terms of computer graphics, nor does
it up the ante with expensive video footage.
It merely replicates its colorful and distin-
guished predecessor. While the game does
not provide unbeatable AI at every level, it
still offers plenty of options for letting
gamers discover their own level of com-
fort/competition. Indeed, its greatest virtue
is the gamer’s reward in that playing
Computer Kingmaker is like — playing
Kingmaker. Warwick would be proud, cgw
lEMpmioN w me hail
a' 4' \ptt\
We want to seduce you into the amazing hobby of piay-by-maii {PBM), America's subtiest, mostchailenging
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Knii
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All this plus a haunting musical score and '
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Available for IBM & Compatibles
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TO ORDER;
Visit your local
retailer or call 1-800-245-4525
ivifh VisalMC (U.S. <2 Canada onlv).
Sneak Preview
bi^R
girgamers IVIag\
^BNAL PUSUSHHO LKUP
J im DcGocy, President of Arsenal Pub-
lishing, Inc., is a well-known wargamer
and author. He is best known for his
Harlwon liattlebooky and will soon re-
lease a similar guide for V for Victory. Utah
Beach (co-authored with Ed Rains), as well as
Weapons Free, a battlebook on contemporary
naval simulations. Though he and his com-
pany have emphasized publications, they are
now prepared to enter the software realm,
and may well cause a stirring in the wargam-
ing world.
Arsenal’s philosophy may best be summed
up as “serious wargames and serious enter-
tainment.” TncOps, the debut product for
Arsenal and designer Major L. Holdridge, is
a serious simulation ofcontemporary military
Wc-tical o/»-cration.s — serious enough, in fact,
that an earlier version of the game was used
informally by the U.S. Marine Corps for
training purposes. Based upon what I’ve seen,
it appears to be both an excellent training tool
and an excellent game system.
In TacOps, the units are portrayed at the
.squad/platoon level, with .scenarios ranging
upwards to regimental size. You may play
either U.S. or OPEOR (opposing forces) in a
two player game (face-to-face, ITmail or net-
work), or U.S. forces against the computer
OPEOR. In the late 70s and early 80s, one
could not call an enemy force “Soviet;” in-
stead, OPEOR was the required designation.
I still have manuals detailing the political
history of OPEOR as well as insignia patches
for that totalitarian nation. By the mid-80s,
the artificiality was dropped, and it is some-
what humorous to see the term OPEOR
come back into vogue. Of course, now the
Soviets are no longer available as a threat, and
therefore, OPEOR fills the requisite need.
(Iraq attempted to supplant this void, but was
quickly determined to be too marginal.)
I'acOps is envisioned as a dynamic design,
with revisions due to be published every 12-
18 months. The enhancements will allow
previous scenarios to be saved, but will tweak
the model to the state-of-the-art. 'I'acOps 2
may be superimposed on the map, with grid
coordinates representing the actual UTM
military mode (in Version 2.0).
Line of sight can be checked by
(with a 1995 release date) will add fully dig-
itized 1:50,000 DMA maps and a modem
option, and will allow you to play cither side
in a solitaire contest. Ehe modem option will
feature a background communications pro-
gram for real-time based operations.
The initial release will offer 2^ .scenarios of
U.S. forces (either Army or Marine Corps)
against OPEOR. But since you can vary the
weapons systems (e.g., adjust from Ml
Abrams to M60A3s, from T-80s to T-72s),
in effect there will be roughly 10 variants for
each scenario for a total of around
240 scenarios.
The game is turn-based, with each
turn consisting of four 1 5-sccond
phases. Up to five minutes of turns
may be pre-loaded. Artillery and air
support are available, with the for-
mer requiring registration and ad-
justment for fires. Of course,
adjusting artillery fires and tactical
air support comes with a built-in
delay, and you can often end up
destroying vegetation instead of the
enemy. A 1000-meter grid square
abilities of kill) are detailed. In fact,
normal Pk tables show percentage of
kill ratios delineated in ranges (from
0-500 meters, from 500 meters to
1500, etc.). uses information
from the designer which stretches out
the Pk. In effect, if a 50% Pk were
normally noted for ranges from 1 500-
2000 meters, the program will have a
higher Pk for 1 500 meters, and it will
gradually decrease as it reaches the
end of the range.
'Ehe map itself is functional, al-
though there is only one differential in eleva-
tion due to memory requirements. This will
be adjusted in Version 2.0, which will also
add a scenario editor. Note that the enemy AI
is hard-coded, so any scenario designs by the
u.ser will be two-piaycr mode only.
TacOps }.0vj\\\ emphasize hasty attack and
defense operations. Although some prepared
positions may be available, the emphasis is on
a “come-a.s-you-are” battle. With the entire
.scenario covering only one to two hours of
Puf’c 156
Computer Gamiitf' World
Only one fleet will be left afloat in this thrilling
masterpiece from QQP. Experience the grueling
campaigns, the agony of defeat and the exhilaration
of VICTORY!!! Develop cultural resources and
manage the growth of your population. Allocate
natural resources to build missile sites, radar
stations, shipbuilding facilities and SUPERSHiPS.
It is up to you to destroy your nemesis...
or end up in Davy Jones’ Locker.
MODEM PLAY (A QQP Hallmark)
City Economics-Cultural and Industrial aspects
Campaign Play
Player History
A wide selection of ship types
Random Maps-unlimited variation
A truly challenging Al
Battles Include: Falkland Campaign, Battle of
Northcape, The Bismark-Tirpitz Connection,
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Plus some “What if” Battles
A tactician’s and strategist’s delightlll
“The Grandest Fleet” computer game is
for IBM PC. It can be obtained through
your favorite retailer or call:
1 - 908 - 788-2799
or by writing to;
QQP-495 Highway 202
Flemington, NJ 08822
Copyright 1994 Q.Q.P. All rights reserved.
IBM Is a trademark of International
Business Machines.
Circle Reader Service #105
real-time, battlefield supply is not a
critical issue. Units may be resup-
plied, and it occurs automatically. 1
initially questioned this, but with the
short duration of the scenarios, it can
be assumed that the supplies have
been prepositioned in preparation for
the attaclc/dcfense. Units will be in
either exposed or defilade (default)
mode. You can play with all units
visible or with “combat conditions,”
which would take terrain and smoke
screens into consideration.
In a demonstration at the Arsenal
offices, I watched a Soviet reinforced
battalion attempt to penetrate a Marine de-
fensive line (victory conditions were simple —
the OPFOR had to exit 40 percent of its
forces), and its southern forces were virtually
decimated by minefields and tactical air sup-
port. llie northern enemy forces deployed in
line and attempted to break through a thinly-
held Marine line, while the southern clement
was only beginning to regroup after its bout
with the minefields and air opposition. Wliat
the OPFOR (FiA not realize was that this was
only the first of a string of blocking positions.
After an hour of play, OAAOf? casual ties were
almost 40 percent of engaged forces, while
the U.S. Ma-
rines had in-
curred only a 10
percent loss.
Nevertheless,
the OPAO/e still
had nor even
brought its sec-
ond echelon
battalion onto
the map, and if
the first echelon
had spotted
most of the Ma-
rine positions, it
would be difficult for the Marines to sustain
their defensive in the face of overwhelming
numbers. What looked like a clear-cut victory
in mid-game could easily develop into an
indecisive battle at the conclusion of the sce-
nario.
You can choose when to fire, and adjust
your units accordingly. Just because a weapon
can fire out to 3000 meters does not mean it
is an effective killer at that range. Thus, you
may choose to hold fire until the enemy
enters the “killing fields” of an ambush.
Somewhat akin to Harpoon, the program will
allow the irser to view the weapons platforms
and determine optimum uses.
Like V for Victory, you can use the mouse
for virtually all operations. User input is in-
tuitive. and you can spend most of your time
fighting the battle, and not fighting the sys-
tem. While most of the Marine data is cur-
rently encoded, the Army data is being
constructed as of this writing. MAJ
Holdridge’s military background is evident
when the computer acknowledges user input
with “Aye aye, sir!” Hopefully for us grunts,
the response will be modified to a simple
“Yes, sir!” Nonetheless, even with my look at
a work-in-process, I was impressed. Yes, the
two levels of elevation prevent the product
from simulating varied terrain features, but
TncOpsh a dynamic development tool which
bodes well for tactical wargamers.
Current memory
requirements man-
date 2 MB, with 4
MB recommended
(bur 8 MB for opti-
mization) for the
next edition. You
can play with less
memory, but the
map (which maybe
as large as 10 x 25
km) will require
disk access and re-
loading into mem-
ory.
Later anticipated releases will include Korea
(historical and modern, a la Larry Bond’s Red
Phoenix}, Arab-Israeli (historical and hypo-
thetical) and also World War II. TacOps is a
generational descendant of Mecb Brigade, and
its proposed incarnations will likely replace
Kampfgnippem the hearts and minds ofgrog-
nards everywhere.
I'acOpsWxW have a suggested retail price of
$79.95, although it may be ordered direct by
mail or phone for $49.95, and a user return-
ing the registration card will receive an addi-
tional 12 scenarios for five dollars (only
available through direct order). For more in-
formation contact Arsenal Publishing at
(703) 742-3801. cgw
Also From Arsenal...
TacOps is not the only wargame in Arse-
nal’s arsenal. E. T. 0., or European Theater
of Operations, is currently in the worlcs.
Based on a preliminary look, it appears to
be a cross' between Crusade in Europe and
the Vfor Victory s,cnQS in terms of coverage
and game play. Designed by Ed Rains (for-
merly of Atomic Games), the simulation
covers the period 1 June ] 944 - 1 5 Septem-
ber 1944, with the strategic map covering
an area from Britain through France, Bel-
gium, Holland and western Germany (to
the Rliine).
Individual scenarios will include D-Day,
Operation Cobra (the breakout from the
Normandy beachheads). Operation Mar-
ket-Garden (a.k.a. Monty’s Airborne Fol-
lies), Anvil-Dragoon (the invasion of
southern France) and the campaign. Also
in development is a scenario involving a
hypothetical invasion of France in 1943
(historically proposed as Operation Bo-
lero, but never executed). Each game be-
gins with a strategic turn, whereby the
Allies can choose where to invade.
In terms of completion, the American
and German units have been completed,
and the de.signer is currently working on
the British and Canadian forces (as of Janu-
ary 8, 1994). The scale is ten miles per hex
with each turn representing three days.
The map itself is composed of an area
comprising 67 x 93 hex squares.
Units portrayed are divisions, with three
zoom levels breaking down to regiments
and separate battalions. Generally, stack-
ing is allowed with up to three divisions per
hex. With over 300 units per side, histori-
cally accurate orders of battle and game
play, E.T.O. appears to be a product that
should receive an enthusiastic welcome.
The program will be released in SVGA
mode only; in addition, user friendliness
has been emphasized so that the entire
simulation is playable without keyboard
input. While the appearance of menus and
input is similar to Vfor Victory, the map is
larger since the menus are free-floating and
visible only when accessed. Overall, E.T.O.
looks to be a potential success for the fledg-
ling company.
The designer hopes to follow up this
release with Blitzkrieg in the West, the 1940
Invasion of France. It will use a similar
system (and virtually the same map), but
will recreate the strategic options available
to the Allies and Axis in the earlier time
period, cgw
Page 158
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Review
BOMBS AWAY!
Air War In An Evening With WW2Air Force Commander
by Bob Proctor
A il' Force Commander is a solitaire
strateg)' game covering the air war in
World War 2. It’s based on an inter-
esting idea — to separate the air war from
other aspects and boil the decisions down to
the basics. Should 1 bomb militar)' or civilian
targets? If I choose military targets, should I
bomb airfields or tiy to take out radar instal-
lations first? Since 1 don’t have enough fuel
to put all my planes in the air, how much
should I allocate for fighters and how much
for bombers?
THIS SCENRRlIO IS THE FAMOUS BATTLE
WHERE THE AVIATORS OF THE RAF,
AGAINST THE LUFTWAFFE. THIS WAS THE FIRST TIME
IN HISTORV THAT THE FATE OF A NATION DEPENDED ON
THE RESULT OF AN AIR WAR,
By and large, the game works, d'here is a
winning strategy that you first must discover,
and then you must implement that strategy
in a variety of increasingly difficult situations.
In some, you may be badly outnumbered; iii
others, resources may be very limited or the
population may not support the war effort.
W\V2 Air Force Commander (AFC) includes
14 scenarios that are rated for complexity,
from a “one” for Germany vs. the RAF in
Norway to a “nine” for the entire air war in
Europe. Your only option is to play against
the computer, but you can play either side in
any ofthe scenarios, giving you 28 choices in
all. Each side is also rated for difficulty, from
a “two” for playing Germany against the out-
matched Poles, to a most dilficult “nine” for
those brave enough to fly the ICM' in the full
Btiule of Britain scenario.
In spite of the number of .scenarios, AFCxs
a small game. It is the first in a long time that
did }tot require that I remove something else
from my hard disk. Those of you still using
286 .systems, take note — here’s one you can
actually play! Graphics are 256-coIor VGA,
and while sound is supported on the PC
speaker, you may also use your AdLib or
Sound Blaster card. "I’hc
map, which fills most of
the .screen, is simple: land
areas are black and oceans
are dark blue, Airfields
show up as white dots,
militaiy targets as orange
dots, and civilian targets as
blue dots. At first, this
.seems rather simplistic, but
once you start playing and
get a couple of dozen
squadrons in the air, you
realize that spotting enemy
air activity quickly is a key
to the game. Squadrons ap-
pear on the map as col-
umns: the bottom of the column represents
the actual location, and the height of the
column represents the altitude. Color coding
indicates friend or foe and, for
friendlies only, what type of air-
craft. All of this works well
enotigh, my only criticism be-
ing that a lot ofspace is devoted
to showing you the altitude,
when the altitude doesn’t seem
veiy important. You can’t con-
trol it, other than to send your
bombers in at (high) “altitude”
or “ground level.” 1 would
much rather see graphics that
reflect the efficiency of my .squadrons and
bases — a much more critical factor.
The interface uses the mouse heavily. Basi-
cally, you click on something with the left
button to zoom in or get more information,
and click with the right button to zoom out.
To give orders to a squadron, you first select
the base it is assigned to, pull up a list of
squadrons, and use the left button to select
one. Once you’re at the .squadron order
screen, there are next and previous buttons to
cycle through all the squadrons. It’s easy to
get confused here tliough, because when you
cycle to a squadron there is no indication of
which base it is at! If the name of the assigned
base were shown, this would be a more useful
Don’t Believe Everything You Read
The front ofthe box for /lACsays “Reach
for the Sky with this Epic World War 2 Air
Warfare Simulation” in big red letters. Simi-
lar blandishments appear on the back. Let’s
clear the air immediately — this is just market-
ing flak! “Simulation,” as perceived by game
players, implies that the game is one ofthe
most realistic available on the subject. Real-
ism is tricky — our opinion of it is subjective,
varies from subject to subject, is different for
board games and computer games, and
This WW2 version of
ch;
anges over time.
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/4FCshouJd not be called asimulaiion, at least
not by today’s standards.
Why not? Well, first off, there are no
weailier rules, and the game plays 24 liours
around the clock with no day/night consid-
erations. The time scale is all wrong, with the
game’s scenarios running a few hours to two
or three days of game time, but the campaigns
represented took weeks or even years. Fur-
thermore, a squadron in the air is represented
by a single airplane and therefore can only
lose a maximum of one plane per mission.
This devalues pilot and airframe superiority
and even numerical superiority. No “Great
Marinas Turkey Shoots” (where hundreds of
planes are lost in a day) are possible. Airbases
can be totally destroyed, at which point they
disappear from the map and can never be
brought back. I am not aware of a single
precedent for this. And finally, all coun-
tries — even Poland in 1939 — have radar in-
stallations!
The nail in the coffin of AFCs claim to
simulation-hood is that the underlying prem-
ise of the game is invalid. The manual states
that prolonged bombing of civilian targets
will make the population of the enemy coun-
try so unhappy that they will overthrow the
government and sue for peace. You ain’t
actually target cities in AFC. Instead, you
bomb power plants, water treatment plants,
hospitals, and other “amenities.” If the Battle
lacy of this theory of “terror
bombing.” If anything,
support for the war in-
creases when the popula-
tion is being bombed. It is
possible that the designers
of AFC intended that we
discover that targeting ci-
vilians is a bad strategy and
included the possibility as
part of the “simulation.” If
so, then what the game at-
tempts to simulate is more
the militaiy mindset of the
pre-WW2 years and not
the military reality of the war.
Pitfalls To Avoid
In spite of its failure as a simulation, AFC\s
a good game, though it does have some rather
strange features. For one, it won’t pau.se to let
you give orders to squadrons. Maybe a better
way to say this is that the game “unpauscs”
automatically as soon as you give an order.
This becomes important
immediately, because every
squadron in every scenario
starts in mothballs. As soon
as you give the first activa-
tion order, enemy planes
ri.se from their bases and
head your way. You’d bet-
ter get some kind of CAP
in the air right away or
bombs will be falling on
you before you can activate
all your squadrons. Maybe
this is what happened to
MacArthur in the Philip-
pines? It sure would be nice to be able to
activate more than one at a time.
The enemy will strike first if you forget to
slow down the clock. The game clock has five
speeds and, for some reason, the default is
speed four, which is called “normal” but is far
too fast for the beginning of any scenario. Be
sure to slow it down to speed one until you
have all of your squadrons
activated and missions a.s-
signed. If you are playing a
defensive .scenario, like the
RAF defending Britain,
you may want to keep it
slow so that you can scroll
the map looking for in-
coming strikes and vector
out interceptors in time to
meet them before they
reach their targets.
'Fhc computer does not
do much to help you in
your efforts. It am launch squadrons con-
tinuously on the same mission, which is the
normal thing to do with bombers. Be sure to
check their efficiency from time to rime, as
the computer will not rest them. Neither will
the computer warn you when a target is our
of range. Instead, it launches the mission, lets
it fly to the limit of its effective range, and
then aborts the mission. You don’t lose the
airplane (gee, thanks), but it is unavailable for
the entire time of the flight. If any of Gocr-
ing’s staff had been this dumb, they would
have been shot!
Lastly, there’s no way to turn the sound
effects off. This is a serious omission for two
reasons. First, the sounds are not very good.
They consist mostly of explosion sounds
which play every time there’s a bomb run or
air-to-air combat. Second, the mouse goes
dead whenever the sounds play, which is
really irritating when things get hot. I finally
unplugged my speakers to save my sanity, but
that still didn’t keep the mouse from going
dead frequently.
Interestingly, there is no “Quit” command.
The only way to stop playing is to reboot —
unless of course, you arc running under Win-
dows or some memory manager that will let
you kill the program. I am happy to report
that y^ACruns nicely under Windows. Since
it is a DOS program, you must create a PIF
file for it. As there arc no instructions on how
to make AFC Windows-compatible, Im-
pressions might want to consider making a
PIP file available on the boards.
AFCh an interesting and playable game. As
long as you don’t believe what you read on
the box and expect a state-of-the-art simula-
tion, you won’t be di.sappointed. I place it in
the same category as Empire, as they are both
solitaire .strategy games based loo.sely on mili-
tary conquest. It challenges you to find a
winning strategy and then offers multiple
levels of complexity to let you perfect that
strategy. If you are using a “low end” system,
this may be one of the better wargames you
can .still run. cew
Pa^e 162
C()ni[?iiler World
Review
I n 1992, Empire released C.ampaigti, a
game which met with somewhat less than
a roar of approval. For an encore, gamers
arc now treated to Campai^i 11, a game cov-
ering the major wars since 1945: Korea
(1950), Six Day War (1967), Yom Kippiir
(1973), Vietnam (1962), Iran/Iraq (1980),
and Kuwait (1991), together with a aimpaign
map editor for design-your-own scenarios.
With the additional technology of modern
warfare, the simulation adds
helicopter/gunship support
and battlefield missile systems
(rockets/guided mis-
siles/ FOWs) in the appropri-
ate time frames.
Fourteen training maps layer
on complexity ranging from
battalion (fairly simple) to
corps level exercises (more dif-
ficult, with the added bonus of
minefields ). Operational ma-
neuver zooms down to tactical
level on separate maps, and
you can choose to fight out
particular engagements from the individual
tactical vehicle viewpoint, or simply allow the
computer to handle such details automat-
iailly and command horn the top.
Strategy + Tactics = Confusion
riie documentation consists of three manu-
als: a User Guide, an Equipment Fact Finder
and the Images of Conflict. The Equipment
Fact Finder is a detailed resource guide on
approximately 150 pieces of military equip-
ment, and is used for the copy protection.
The last document is simply a 28-page black-
and-white picture booklet (with perforated
pages, suitable for framing?). Mowever, al-
though the photographs cover the latter half'
of the 20th century, they arc unlabcllcd.
static, and have nothing to do with the simu-
lation.
The User Guide is the true tale of documen-
tation, and a sorry rale at that. Aside from
omitting certain basic functions (such as how
to quit the program — experimentation re-
vealed that the standard “Ctrl-Q” does work),
it delineates the program options in meager
detail. Actual understanding of program me-
chanics is definitely an on-the-job task.
The narrative describing the distinction be-
tween strategy and tactics is muddled. “Strat-
egy is the art of controlling multiple forces
(groups or units). Tactics is the art of control-
ling individual vehicles.” The former defini-
tion is clearly wrong, and seems to apply more
to operational warfare. Blitzkricg 'ia described
as “the most lamous strategy of
recent times,” when it is really a
form of operational maneuver.
Similarly, modern US Army
“strategy” (AirUmd Battle
2000) is actually de,scribed in
FM 101-5 (entitled “Opera-
tions”). The high esprit de corps
of the Israelis is attributed to the
fact that “they have always been
the victors in any battles with
their Arab neighbors,” while
much ol their martial prowe.ss may be actually
attributed to their knowledge (hat, due to the
geography of their nation, they can’t afford to
lose a single battle.
I’he historical .scenarios arc diallenging, but
often wrong. Korea (1950) postulates an
American force pinned in the southern ex-
tremity of the peninsula. While the Pu.san
Perimeter was a historical fact, the scenario
only sliows “Bulldog” Walker’s Faghth Army:
completely absent is the amphibious invasion
of Inchon by Douglas MacArthur and the
'fenth Army. Similarly, Vietnam (1962) po.s-
tulates an Americm Army (west) and a RVN
(Republic of Vietnam) Army (east) facing two
NVA (North Vietnam) Armies. In 1962,
American forces were less than 1500 “advis-
ers”: the war was in a guerrilla phase, and both
(he Americans and the NVA did not commit
combat troops in cohesive formations until
1965. When U.S. combat troops were com-
mitted, they did not a.s.sumc responsibility for
the western sector; instead, the country was
divided up into corps AOs (areas of opera-
tion). Also, the counse of the Vietnam War
was not determined by traditional military
prowess as much as it was by p.sychologiail
factors. I-lcnce, a scenario of military supe-
riority yields flawed and incorrect answers.
Discussions with the designer revealed that
the scenarios were based on guesstimates. He
siniply could not find valid orders
of battle for Korea, the Arab-ls-
riTlt: C.imp.iigti II
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SYSrtMS: Atnig.i, Al.iri ST, KiM (rcviiwwl)
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drivo sp.K !■; supiK>rl.s .Sound
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I’ROTtCriON: DocuinooMlion look up
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Campaign 11
I'^AHPAIGiV
li
lenapirel
March 1994
Pa^e I6.i
raeli Wars or Vietnam. Quite
CO the contrary, such informa-
tion is readily available, and
the “rush to publish” before
the Christmas buying scene
cannot be seen as justification
for such an ahistoricai back-
ground.
Finally, the documentation
look-up scheme is flawed.
When it asks for the range of
the British "5-inch,” there is
no such data in the “Fact
Finder.” Similarly, it will ask
for the range of a vehicle — not specifying
whether it wants weapons range or opera-
tional (traveling) range (the latter range is the
correct answer).
If the program lives down to the standard
of the documentation, we have a major prob-
lem.
Sounds Great, But Why
Is The Enemy So Stiff?
The graphics are marginal. Map scrolling
reveals an annoying flicker, as do the intro-
ductory screens. Upon booting up, several
combat scenes are shown; the plane/cank is
clearly imposed on a static background, and
the foreground vehicle flickers uncon-
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MODERATED PLAY-BY-MAIL
GAME SIMULATION COMBINING
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Circh Render Service it87
trollably, more aldn to a silent film than a
contemporary piece of software.
The scenario maps are easy to understand,
but graphically mediocre. When battle is
joined, the operational battlefield is reminis-
cent of SSI’s Combat Leader (1984). What
was accepted in 1984 is not even marginal
today.
In zooming down to the individual vehicle
screen, the tanlcs, vehicles and infantry are
somewhat chunky, although they are clearly
recognizable. However, the vehicles are fast,
much faster than they should be, and it makes
target acquisition and firing more of a chore
than a game. The designer simply chose to
make off-road speed equivalen t to 50% of the
road speed, a choice easily proven incorrect
by most data sources.
Son, If I Ever Get This Joystick
Loaded, You’re A Goner
Although the joystick is noted as being
available, it simply did not work. There was
no joystick calibration routine, no joystick
recognition, period (although the designer
ha.s a.ssured me that the joystick routine does
in fact work on the Amiga). Mouse and key-
board inputs arc used and present no problem
in the scenario map, but arc inappropriate for
fighting battles.
While battles may be fought automatically,
you can drop into individual vehicles and take
the details into your own hands. Each vehicle
“left track forward.” No template has been
provided, although you can remap the key-
board to personal taste. As a result, moving is
clumsy, awkward and tiresome. Given that
the other vehicles are moving too fast for
reality, you can only get off an occasional shot
before bailing out into a new vehicle.
It’s Two, Two,
Two Games In One!
Is Campaign II a simulation or an arcade
game? It’s both, and neither — it’s a schizo-
phrenic game that fails at all levels. At the
tactical level, the user interface is awlcward,
and what does the tactical level portray? Only
1 6 vehicles are allowed per side at any given
time. Thus, vehicles only reinforce as losses
occur. What this amounts to is a total nega-
tion of the military principle of concentra-
tion. The key to military success is to bring
overwhelming firepower to bear on a hope-
fully isolated enemy force. Here, the player
engages in a tactical mishmash that yields
little of the reality.
Merely driving around the battlefield can
be a difficult task. Why a proportionate re-
duction in force could not have been imple-
mented is unanswered. For instance, a
division encountering a battalion could well
have its 16 vehicles face only four enemy
vehicles, thereby yielding a better semblance
of massed and concentrated firepower. Des-
tination orders seem to be reinterpreted by
the computer, and even more disconcerting
is the automatic realignment of the main
turret gun. After shifting the turret to engage
an enemy to the flank, you can fire off a single
shot before the turret automatically returns to
the front. When this occurs, the player loses
valuable time in regaining target acquisition,
while the enemy forces clo.se and engage. The
designer once again maintains that this prob-
lem is not present in the Amiga\ZTs\ox\.
Units may adopt different formations (dis-
persed square, close order, diamond, line
astern, etc.). However, it is virtually impos.si-
ble to determine the effect that such forma-
tions have on actual combat
operations in the game other
than in the tactical setup. In a
nod to reality, night-fighting is
an option in more recent con-
flicts. However, one cannot
keep the troops on the run
continuously. A unit using
night movement will be forced
to rest up for 16 hours before
moving again. This is both
sense and nonsense. Military
writings arc filled with articles
delineating the impact of sleep
Page 164
Computer Gaining World
liSf Strategy Hama Sarle^ Made. Period.
JF<eatiir««
-» j-6 Piayeris. 1 S 6 Territories
^ 7 Troop types and catapnits
^ 5 Pifficaity levels with feandicappiag
Control of ap to 20 armies and
5 flotillas per feSngdom, 5 Castle types
Toggle eacli j^lsgdom between baman,
eompater, and off
Pesoarce management of food,
wood, stone, iron
Beautifully HAffD-PPAWK graphics
-> Huge 632 X 71 1 pixel map that you
actually play on]
Simple point and clicfe interface to an
intricate and detailed game
iJ«w Additions
Artiacial intelligence <AI) ^t makes
extremely tough computer opponents at the
hitler difficulty levels <even tough enough
to heat the game designer, Brian Todnihl)
Quichmove™ and Double Quicfemove^^
which gready speeds up the compute's turn
Qmcfe mid easy food shortage/
crop increase nodfication for faster tiums
Quick siege
Dispatch/Gadicf troops to or from castle
garrisons to adjacent territories
Jtaimediate/Del^ed catapult construction
ppdon
End of turn checldng for movable armies
Ij]&M SifeuPtiS
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All Bights Reserved Worldwide.
Circle Reader Service #107
deprivation on troops; they simply cannot go
without sleep. Still, in a hot action, a loss of
effectiveness may have to be accepted in order
to achieve mission success. When I rolled into
Kuwait City in February 1991, I had been
without sleep for nearly 60 hours. Would it
have made sense for me to call my higher
command and tell them that I would begin
in 16 hours, after I had caught up on my
sleep? 1 questioned the designer as to this
aspect and suggested chat a lo.ss of efficiency
would have been a better design decision, and
he concurred.
Minefields can provide a major impact to
battlefield success, and Canipnign //is one of
few simulations that attempt to portray the
channelization of forces that minefields can
create. Actually, military forces traditionally
have underemphasized the employment of
mines. Noted author and wargame designer
Jim Dunnigan has attributed this to tlie fact
that minefields are inexpensive, and not run
by troops. Hence, no one wants to decorate a
minefield for valor or military success. At any
rate, minefields have a major impact on the
modern battlefield, and it is a refreshing
change to sec them employed.
The actual campaign scenarios are flawed
historically. The lc,ssons they reach arc simply
wrong, wrong, wrong. However, the ti'aining
maps do provide an interesting and some-
times valuable lesson in managing militarj'
elements from battalion through corps level.
I'he tactical engagement on a manual play
level is too much of an arcade shoot-em-up,
but you can complete such battles in a com-
puter-automatic mode. While the computer
often fights less than optimally (in Operation
Desert Storm, both sides ran out of ammuni-
tion with little damage to either side), as a
commander, is it really your role to get into a
single tank and engage the enemy? In reality,
a commander who would be forced to em-
ploy a direct fire weapons system would be
one whose tactical position could best be
described as “deep lihnchce.” Finally, troop
levels of efficiency are the
same; there are no elite troops
or any distinction whatsoever.
Hence, the Iraqis of Desert
Storm will be of the same cali-
ber as their Coalition oppo-
nents rather than conscripts.
Yet, the tactical engagement
can be fun. Destroying trees,
homes and the occasional en-
emy vehicle can be a satisfying
diversion, but it has no rela-
tion to combat operations, and
therein lies the largest defect of
this product. As additional proof, engage-
ment ranges arc limited to around 300-500
meters. Why? Perhaps becairse contemporary
engagement ranges of up to 3200 meters and
beyond would have a target the size of a pixel,
and hence “not gameable.” Playability can
affect reality, but in matters of this magni-
tude, the discrepancy is simply too strained,
Campaign II, although virtually bug-free,
has flaws that prevent it from being an inter-
esting wargame, and its arcade/simulation as-
pects are simply cumbersome. The program
has aspects of Pamot (military organizational
structure) and U.M.S. (campaign editor), and
a game is known by the company it keeps....
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CAR DRIVER 21
CARRIER COMMAND 5
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CARRIERSATWAR 13
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ULTRASOTS SANCTION E 23
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Replay
What If Napoleon Was
Himself At Ligny?
A Replay Of Ligny From Bottles of Napoleon
by Terry Lee Colentnn
R eleased in 1988, Battles of Napoleon
was ahead of its time in many ways,
Most wargames at that time were ge-
neric, with the same system often being used
to cover everything from ancient battles to
WWIl conflicts. Designers Chuck Kroegel
and David Landrey actually played board
wargames, which gave them a bit of an edge
over many of their compatriots. Under-
standing what kind ofdetail gamers required,
they set out to include it in a playable formal.
Most wargamers will agree chat they did
quite well. The clean game system manages
to showcase the differences between column,
line, open and square formations. Cavalry
charges and countercharges arc implemented
well, and are one of the most exciting parts of
the game. Skirmishers are used properly, giv-
ing the game at times almost a miniatures feel.
Add the excellent command control rules,
and you have a simulation which far out-
shines any Napoleonic game released since.
With designer David Landrey continuing to
crank out scenarios, the rumors persist that
the game may be re-released — something
both CGW and the game’s many fans would
very much like to see. With that in mind, we
thought we’d take a look back at the game in
a replay and calk to David Landrey about his
continuing series of scenario disks and the
future prospects for Battles ofNapoleoti.
Ligny Rediix
The small village of Ligny is quiet, like
many others in 19ch-ccntury Belgium. Its
sole strategic importance is that it conven-
iently lies between Prance and Brussels. On a
small hillock overlooking the town, a horse
stirs restlessly, sensing its rider’s excitement.
After quieting his steed, Napoleon looks out
over the field of battle and says very softly,
“Today, Blucher, old friend, you will not
escape me. Ligny will be the beginning of a
new era for the people of Prance.”
Par from looking to escape, Blucher was
preparing to tneet his enetny head-on. The
Prussian camp was filled with the smell of
N.ipoleon surrounch the dctbncleis of S(. Anwnd.
freshly polished boot-leather, bedrolls im-
maculately folded in that manner only mem-
bers of the Prussian military could achieve.
Blucher looked at his aides and asked, “Piriii,
good ground, is it not? 'Phe Prench dogs will
break their backs on our strong position!”
The Ligny scenario of SSI’s Battles ofNnpo-
leo)i provides a good look at a classic Napole-
onic sec-piece battle, which helped to decide
the face of Europe. The battle begins with the
Prench having strategically outmanuvered
the Prussians. Napoleon plans to crush them
before they and the British can combine to
defeat him, as ultimately happened at Water-
loo. The terrain is somewhat beneficial to the
Prussians, but they must be careful of the
Prench firepower.
A Whiff of Grapeshot
Napoleon’s assault is well-timed, with St.
Amand and half of Ligny falling almost im-
mediately. The Prussians counterattack, and
although unsuccessful, they arc unconcerned
about the number of casualties. Blucher be-
lieves that a war of attrition is the sure way to
beat the French. Grouchy disabuses Blucher
of chat notion by overrunning two of the
Prussian’s best artillery batteries, as Ligny is
secured.
Blucher still holds the all-important bridges
around Ligny, and while shaken, is confident
that the French are running out of steam.
Repositioning his remaining artillery on the
heighrs overlooking Ligny, the old Prussian
prepares to bombard Grouchy’s forces, which
are now pinned down in the small town.
Grouchy frantically brings up more infantry',
but stops short of attacking Blucher’s strong
position. Napoleon sends cavalr)' under Exel-
man far around the Prussian left.
Grouchy is unhappy about the use of his
cavalry so far out on the flank. Still, he realizes
that cavalry charges are useless in the bogged-
down center, and the Emperor is in no mood
for arguments in any case, d'he Prussian 21st
Line attempts to sneak through the woods
and counterattack at Ligny, but Prench forces
discover and repel them easily. Blucher learns
from this setback, screening his thrusts on the
Prench left with light cavalry.
The Hrussians frantically deploy artillery to slap
the French attack.
The Prussian infantry is taking a pounding,
but fresh units keep arriving. Blucher rails at
his staff for the haphazard way in which the
units were deployed, conveniently forgetting
that he issued the orders, d'heilman is sent
with both cavalry and infantry to the Prussian
left flank, as Blucher is well aware of Napo-
hiac 168
Cnmpnter Gtiiiiinsi Wurhl
Icon’s londncss for outflanking maneuvers.
Napoleon seems to be noodling about — has
lie forgotten where the victory point spaces
are?
Even A Rubber Band Only
Stretches So Far
Napoleon may have been small in stature,
but the dice roils made him look larger than
life, as his veteran infantry forced two of the
bridges opposite I-igny. Blucher nevertheless
stuck to his position on the high ground and
waited for the inevitable assault. What the
Prussian leader didn’t count on was the
power of the French artillery, who had heard
the Prussians boasting before the battle, and
wished to prove that Frenclimen make better
marksmen. Blucher had deployed his troops
Blucher coiinloratincks
on the front side of the slopes, where the
French could target them at will. Despite
horrendous casualties, the Prussian forces still
held the slopes, although the cavaliy finally
withdrew.
What Napoleon had been doing was
stretching the Prussian line to the right, mak-
ing Blucher commit the last of his reserves.
rrench pursuit
With the French having won the battle of the
cannonades, Grouchy’s troops finally burst
out of l-igny, talcing the Prassians from two
sides. I’he Prussians fought bravely, but could
not easily extricate themselves from the me-
lee. Sensing that the time was right, Napoleon
threw the Guard units into the fray, scattering
the demoralized Prussian forces.
man’s forces, trouncing their horsemen in
record time, fhe Prussian infantry frantiailly
formed sejuares, but were hit in the rear by
advancing French forces from Ligny, and
were captured. Their desperate struggle al-
lowed some of the Prussian forces to escape,
but those surviving could hardly be consid-
ered a cohesive force.
Meanwhile, Exelman’s cavalry met I’heil- The attempted counterattack by the Pru.s-
More Napoleon Than You Can
Shake A Saber At
Scenario Disks For SSI’s Battles of Napoleon
I f you prefer your Beef Wellington
.served in more of a wargame platter,
then fret no longer, as a smorgasbord of
Napoleonic dishes are waiting for you. Bat-
tles of Napoleon designer David Landrey and
friends have published (with SSI’s permis-
sion) enough battles to keep even the most
fanatical of Bonaparte connoisseurs de-
lighted for years to come.
What’s On The Menu
Scenario disk # 1 has a variety of struggles,
the best of which is Austerlitz, Napoleon’s
greatest achievement, and one of the mo.st
flawlessly executed tactical plans in history.
French players will have a hard time repeat-
ing history here. Marengo, from Bonaparte’s
early days, is also a tense affair. Maida
Utitsa, and Redoubt round our the dLsk.
For our next course, disk # 2 offers the
unusual Albuera, complete with Polish
Lancers and numerous cavalry charges.
Medellin moves us to Spain, where Mussars,
Dragoons and cavalry meet in a wild en-
gagement near the Guadiana River. 'Fwo
more normal scenarios. Bridge Battle and
Santon arc included, but most gamers will
have trouble resisting New Orleansvt'xih An-
drew Jackson.
The American theme continues with disk
# 3, where such Revolutionary War stand-
ards as Camden md Cortyiew are showcased.
Ifnothingelse, the names are unique: Kings
Mountain, Hobkirk and Eutaw Springs.
While not as popular as the Napoleonic
battles, they are still worth a look.
Disk # 4 is a return to the strength of the
scries, with .several prime choice .scenarios
for the gamer with a hearty appetite. Wa-
gram is a marvelously balanced affair, if
somewhat long. Smolensk is tough for the
French to win, and Eylau is an oddity, with
its winter combat. Plancenoit, Bladensburg,
the Hill arc all here, in a near-embarrass-
ment of riches. Even alternate Waterbo^nA
Leipzigha.tx.\cs are offered.
Our next course is not quite up to #4, but
the fifth set of battles can be more easily
digested. Another Leipzigis followed by yet
another Quatre Bras, but Vimiero gives us
junot versus Wellington in Spain. Aspem-
Essling is a quiet classic, balanced by
Podubno, Vilbge and Retreat (an apt title).
Li^y is one of the best games in the whole
collection, filled with lots of nail-biting de-
cisions for the players.
For dessert, we have a look at the Pyra-
mids, Bonaparte’s Egyptian adventures.
More exotic conflicts, such as Raab,
Craonne, and Corunna^s^ quite a change of
pace from the ordinary Nappy fare, al-
though we do have to put up with Borodino
2 and the oddly-titled North. Jena and
Wavre are some of the best games of the
entire collection.
Battles of NapoleonSccnzuo Disks 1-6 will
run on most any IBM, and require only
EGA/CGA graphics. Mouse support is pro-
vided, but you will probably find the game
just as easy to play with the keyboard. The
.scenarios were designed by David Landrey
with Chuck Krocgel imd Michael Merritt
(who did disk #6). All scenarios arc cur-
rently available from Novastar Games, P.O.
Box 1813, Rocklin, CA (916) 624-71 13.
Scenario disks run $ 1 0, with an extra $2 for
shipping, a bargain, especially considering
what wargames tend to cost the.se days.
Hopefully, SSI will see fit to re-relca.se Bat-
tles of Napoleon in a format more suited to
computer gaming in the 1990s. Until then,
true Napoleonic fans will happily struggle
through thc.se fine collections of battles.
puf-i- no
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sians past St. Amand took the French initially
by surprise. Napoleon himself rode among
the troops and rallied them by sheer force of
will. After the front stabilized, it bcGime ap-
parent to the Prussians that they were facing
the entire French army with a mere shell of
their own force. Blucher, who had miracu-
lously escaped the infantry assault and the
cavalry charges near Ligny, took the hint and
crept away to the east.
Silicon Bonaparte
Although a 5-year-old game, Battles of Na-
poleon still has a solid historical feel. The
computer AI is reasonably fast-moving, and
keeps its goal in mind. While striving for
objectives and enemy casualties may seem at
first to be artificial, it is more often than not
similar to human strategics. 'Fhe French side
was played aggressively, almost witii aban-
don. Stretching the enemy line to create a
weakness was a tactic used often by Napo-
leon, particularly at Austerlitz, his most nota-
ble victory. That the computer conceived of
and effectively carried out such a plan shows
what might have happened had Napoleon
“been him.selP’ at Ligny.
While the computer side did not play the
Prussian side as well from a technical stand-
point, it did emulate Blucher’s strategy of
deploying on the wrong side of the slopes —
with the expected results. Nevertheless, the
counterattack on the French extended flank
was very sound, and came close to succeeding.
Only the timing of the French breakthrough
near Ligny averted a potential disaster for
Napoleon. The Prussian withdrawal was im-
portant, as it reduced the chance of a French
major victory. The balance of the scenario is
evident when you consider that the resound-
ing French victory in this replay only gives
Napoleon a tactical success, because the
French would still have to face a victorious
Wellington at Waterloo. Rather impressive,
considering the recent state of AI opponents
for wargamers. cbw
CGW Speaks With David Landrey
B attles of Napoleon is that rarity
among computer games, one which
has gained a veritable cult following
despite its 5-year-old design. Amid persist-
ent rumors that the game might be re-re-
leased, we thought it appropriate to touch
base with one Napoleon ^designers, David
Landrey.
CGW: David, for those gamers unfamiliar
with you, why don’t you give us some back-
ground information? What other games
have you worked on?
DL: Well, in addition to Battles of Napo-
leon, I also designed Shibh and Gettysburg
for SSI, both of which did very well. Chuck
Kroegel and I made a very successful team
back in the mid-to-late 80s.
CGW: Are there any games that stand out,
good or bad?
DL: When we did Knights of the Desertkx
SSI, it was very well received at the time, and
won all kinds of awards. People liked it
because it was one of the first computer
wargames that played like a board wargame
to a degree. Personally. I always liked the
1 9ch-Century, American Civil War and Na-
poleonic, games better than the WWIl-era.
A lot of gamers seem to agree with me, given
that Battles of Napoleon is still .so popular.
CGW: Which brings us to the question of
Napoleon. Is it being rc-rcleased and why or
why not?
DL: First, let me say that SSI is not plan-
ning on redoing Napoleon at this time, al-
though it has been considered. Sales of the
average wargame are far below sales of role-
playing, flight simulators and other genres
of games. While I might be disappointed, it
makes good business sense for SSI.
CGW: Don’tyou think that newversions
of older games, such ;is Empire Deluxe,
showed that strategy games and wargames
could .sell well, given the right treatment?
DL: Sure, but for every re-release that
succeeds, there’s one that doesn’t. If I had a
choice, I’d do Battles of Napoleon over again
with 256-color VGA, digitizx^d sound and
really use the power of a 486. Before a
company takes a chance with that, they have
to be sure that the audience is out there.
CGW: So where does Napoleon stand
now?
DI.: As you know. I’ve had permission to
publish official scenarios for the game for the
last couple of years. With Michael Merritt,
I’ve now published six scenario disks, with
over three dozen battles to choose from,
from my company, Novastar Games. Re-
cently, a company in Germany wanted to
publish Battles of Napoleon, letting us know
that there was an overseas market. We are
currently negotiating with a gentleman from
Israel, who wants to carry Napoleon in his
3 OO 1 - stores, which is why we are reprinting
copies of the original game. Whether this
will lead to anything more, I really can’t say.
CGW: What is the appeal of Napoleon?
DL: For me, 1 was never into Ancients ot
Medieval warfare. Too much cra.sh and
bash — not a lot of subtlety. Modern warfare
is rough, with the killing power of the weap-
ons, and the guerrilla tactics and so on. I
guess Napoleonics gives a good mix of tac-
tics, with line and column, and enough
movement to keep me interested. I su.spect
gamers arc very familiar with Napoleon,
since there is so much information available
about him. Gamers like to think they can be
Napoleon for a few hours. Lots of gamers
have told me that they really like the cavalry
charges! 'Fhe main reason that Battles of Na-
poleon is still so popular, is that nothing on
the market has come close to replacing it.
CGW: David, sum up your design phi-
losophy for us.
DL: The research must be solid, of coutse.
Never forget, though, that the game must be
playable above all else. What good does it do
to have a game which is praised for its real-
ism, but collects dust on the shelf? I’ve felt
very fortunate that Battles of Napoleon. Get-
tysburg, and some of my other games were
perceived as giving the right historical feel,
while still being played. Awards are great,
but I listen most to my customers. From a
more technical standpoint. I’ve always fo-
cused on the operational-level game, be-
cause it shows you things you don’t get from
the purely tactical or strategic viewpoints. I
try to give the players a good mixture of
strategic and tactical choices, to keep them
involved in the game throi^hout.
CGW: Are there any designers who.se
work you particularly admire?
DL: Sid Meier is a marvelous designer,
with a lot of good ideas. The guys at Atomic
Games really impressed me with their V for
Victory games; they looked incredible, just
like a board game.
CGW: Where do you see computer games
five years down the line?
DL: It’s funny, because software still
hasn’t caught up to the 486, and now we
have the Pentium. Then there arc the new
consoles, the 3DO and those types, which I
think arc interesting, but won’t replace the
computer. Wargames have come a long way
in the past five years, so I can only assume
that the graphics, sound and interfaces will
continue to get better. Wargames still have
a good Following, and I figure they’ll be just
as strong five years from now.
CGW: We can only hope.
Pa^e m
Computer Gaming World
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A PEEK
/\ quick look at titles now
appearing on a store shelf near you.
Accolade
5300 Stevens Creek Blvd.
San Jose, CA 95129
(800) 245-7744
RALLY: For every American who’s ever
wanted to go blasting down English countiy
lanes in a good old-fashioned high speed
Rally, here’s an alternative to tearing up a
rented Renault and sending countless by-
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keyboard controls, which is a must because
joystick configuration on two test machines
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for serious rally sports, but those racing fans
whoVe grow accustomed to more detailed
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($59.95) Circle Reader Service #1.
UNNECESSARY ROUGHNESS: Acco-
lade has long been known for exciting sports
games. While 4th And Inches mx^x. have been
lacldng in realism, having fun was never a
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cade formula, the designers of Unnecessary
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akin to Dynamix’s Front Page Sports Football.
With the NFLPA license, you can test your
gridiron knowledge against a host of all-pros.
Problem is, the game resembles more of an
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its more storied competitors. Moreover, the
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gram crashes occur so often, you may feel like
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Unnecessary Roughness
Spaceway 2000
The Zone of Avoidance
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SPACEWAY 2000: We Southern Califor-
nians were immediately drawn to this Mac
action game. The player is plopped in a space
ship on an intergalaccic freeway filled with all
sorts of “highway scum” out to run him other
off the road. Drones and Flies pursue you
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Yet, while driving this “freeway” is a daunting
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advantage and collecting every key, ciystal
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fid graphics and great digitized sounds make
playing this game of super arcade madness all
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cle Reader Service #3.
THE ZONE OF AVOIDANCE: Defend-
ing an enormous circling space station in orbit
over an unknown planet is your assignment as
you stand your ground alone on the edge of
The Zone of Avoidance. Though you are not
accompanied by any comrades in arms, you
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asteroids, missiles and hostile aliens to keep
you company as you man your solitary post.
Defense: that’s the simple agenda in a far from
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missiles. You’ve got lasers. You’ve got radar.
The only thing you don’t have is time to spare!
Linger too long or let down your guard, and
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Pcii'e 174
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WING COM. ACADEMY >32
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WORLDS OF KEEN CD >45
WWZDTTISOES. PACIEIC >37
XWING >41
TITAN GAMES
1 WEST SEMINARY SI
BRANDON, VT 05733
m
title contains over 130 panels and 60 screens.
Stories may be viewed on “autoplay” or paced
by the viewer. Each title also offers a “behind
the scenes” interview with the creators of the
comic characters and an overview of the Ul-
traverse world. So, if you’re ready for the next
step in comic entertainment, stop by your
favorite software or comic retailer. IBM CD-
ROM (S24.95). Circle Reader Service #5.
Ebook, Inc.
32970 Alvarado-Niles Rd., Suite 704
Union City, CA 94587
(510) 429-1331
ALADDIN AND THE WONDERFUL
LAMP: Polishing up EBook’s newest CD title
won’t result in any unusual surprises. How-
ever, it is the most interesting and visually
impressive multimedia storybook they have
released thus far. Beginning with a Video jhr
Windows full-motion video introduction by
Shelierezade, the narrator, Aladdin is primar-
ily an audio/video rendition ofthe classic tale,
coming from the collection of stories known
as the Thousand and One Arabian Nights.
Though it follows the traditional stoiyline,
interactive decisions made in Aladdin and the
Wonderful Lamp allow the viewer to throw
Aladdin a few unsuspected curves along the
way. A learning guide, preface to the Thou-
sand and One Arabian Nights, and an on-
screen dictionary enhance the value of this
entertaining educational tool. Narration and
music can also be played on a standard music
CD player. IBM CD-ROM with Windows
($39.95). Circle Reader Service #6,
Forte
2l4l Palomar Airport Rd., Suite 100
Carlsbad, CA 92009
(619) 431-6499
3DPC: 3D/’C bills itself as the first screen
saver offering realistic 3-dimensional, ray-
traced animations. And while it does deliver a
sugary burst of eye candy, the rush quickly
passes. There are nine animations here on 6.5
MB, which can be arranged and played when
you want them as long as you want them.
Options enable privacy protection with a
password and the ability to start or stop ani-
mations on demand. A few ofthe animations
show off the modeling technology used to
create 3-D shapes with smooth, glossy, reflec-
tive surfaces, while the rest.. .well, wouldn’t
win any animation awards. The flying pigs are
cute (“pigs in spaaaace’), and a folding, geo-
metrical, Escher-esque design is intriguing,
but the slithering sperm-like liquid silver slugs
aren’t exactly fetching. Maiwel for a minute
on the monitor at the computer store, and
save your green games. IBM ($19.99) Cir-
cle Reader Service #7.
So, command mc.1 Perhaps
his recent adventures had
nnaJlymadc Aladdin
cautious. He did not.
Ihciefore, rush into
anything.
Aladdin and llie Wonderful Lamp
Daemonsgate
Deliverance
Quantum Cate
Imagltec Design, Inc.
921 West Main St., Suite 13
Nashville, TN
(615) 824-1960
DAEMONSGATE: It’s been 18 months
and several publishers since Daemonsgate vsxss
scheduled for release, but it has finally
emerged, quite damp, from Vapor Land. 'Fhe
graphics in this mega-role-playing environ-
ment arc reminiscent of Ultima VII, but it’s
not so easy to interact with everything in the
environment here. Some 70,000 words of
conversation are included, with friendly types
almost falling over each other for a chance to
talk to our hero. Much of the artwork is quite
stunning, and it will be a welcome sight for
role-playing fans who have experienced a hit
of a drought lately. Still, one can’t help but feel
that the game would have made a bigger splash
if it hadn’t been delayed for over a year. IBM,
IBM CD-ROM. Circle Reader Service #8.
Inline Software, Inc.
308 Main St.
Lakeville, CT 06039-1204
(800) 453-7671
DELIVERANCE: Is it a river rafting simu-
lation with a banjo score? No, it’s an action
game shooter in a fiintasy adventure setting
that mixes elements of Gods a nd Shadoiv ofthe
Beast. As the StorniLord, you must axe your
way through Tnrom’s Palace to free the fairies
impri,soned there. Succeed in your mission
and you will save the land. Fail and Tnrom
will destroy all. Whatever the outcome. De-
liverance will entertain action- and strategy-
gamers for hours with its superb graphics and
challenging play. A black belt in the joystick
arts is required. Macintosh w/color display
($49.95). Circle Reader Seivice #9.
Media Vision Multimedia Publishing
47300 Bayside Parlcway
Fremont, CA 94538
(510) 770-8600
QUANTUM GATE: No longer just a
hardware manufacturer. Media Vision debuts
Qiiantum Gate, their first interactive movie
employing a three-dimensional software in-
terface known as VirtualCincma. Thanks in
part to this interface and featuring over 1 ,000
pages of text, almost two full hours of video,
and extensive audio, Qiiantum U/z/e provides
an intriguing “you-are-in-thc-movie” gaming
experience unmatched by many other inter-
active CD titles. It is also the first in a scries
of science fiction adventures on CD-ROM.
Set in the year 2057 A.D., the game’s focus is
on saving an environmentally doomed earth.
Interaction is comprised of dialogue choices
during video segments, 3D movement
through the station on Planet AJ-3905, ac-
ce,ssingon-line information terminals and vir-
tual arcade sequences similar to that of Spectre
Pai-e 176
Coinpiiier Caiiiiiig Wcirld
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^Iho^n Ninth 59 mM Music; Mozart 33
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French 105 Our Solar System 29
Spanish 105 Pool Shark 19“
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Master Editon 49“
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Mig29Dala Disk 34“
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Fatly Bear Birthday31“
Fields of Glory 33“
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East USA Seen 39"
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Bug Bunny WikShp 31
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Links
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High Command 42“
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Humans 25
.. Inca 34“
Enlrmt Pak Win {ea.)28 Incredible Machine29“
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Inspector Gadget 35“
island of Dr. Brain 29“
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Adv Mission Disk 19
John Madden 2 31“
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KidWorks2
Kids Zx
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lOng's Quest 6
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Quest for Glory 1 22
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Rags to Riches 35*
Reach lx Skies 19“
Reader Rabbit 35“
. Candles 37“
Maniac Mansion 1135“
Mantis 39
Speech Disk 17
Mario is Missing 35*
Mario Teach Type 25
Master of Orix 37“
Math Blaster Plus 29“
Mystery 29*
Search of Spot 35“
Math Blaster Wind 36
Math Rabbit 29*
Mafhology 29*
Mavis Beacon 29*
Mega Lo Mania 29“
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Michl Jxdon Rght 37“
MicroCookbo(^4. 31
Microsoft Golf 39
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VR. The quality of acting is good to excellent,
with actors participating under a performance
agreement approved by the Screen Actors
Guild. Whether or not this latest CD extrava-
ganza is a “quantum” leap beyond the com-
petition, it’s nonetheless one of the most
engaging CD titles yet to appear. IBM CD-
ROM with Windows ($79.95). Circle Reader
Service #10.
MicroLeague Interactive Software
University Office Plaza, Bellevue Bldg.,
Suite 201
262 Chapman Road
Newark, DE 19702
(800) 334-6572
ALIEN BREED: Alien Breed hnn^s some
traditional top-down perspective, four-way
scrolling arcade action to the PC. Your mis-
sion, as stated on the box, is to “kick some
mean, green Alien butt!” That about sums up
the game. Trapped on a space station set to
self-destruct, you must survive 18 levels of
alien-infested turf before losing all your allot-
ted lives. Run out of ammo before locating a
new supply and say your prayers! One or two
players can take part in this 256-color alien
blast-fest. Though hampered by asinine copy
protection (you must locate code numbers on
one of four faint yellow code table.s — each
time you begin play). Alien Breed'll still a good
action title for those who like their play quick
and simple. IBM ($29.95). Circle Reader
Service #1 1.
MicroProse
1 80 Lakefront Dr.
Hunt Valley, MD 21030-2245
(410) 771-0440
IT’S A WONDERFUL LIFE CD-ROM:
Yes, it’s a wonderful movie, but this heavenly
story did give us a devil of a time with some
improperly working control mechanisms.
Still the prospect ofexamining the entire film
under the multimedia microscope can be
worth it. This package includes on its two
CD-ROMs the full, uncut (black & white)
film, the trailer, the entire shooting script,
stills, reviews — all cross-indexed for reference
use. While this product has enough bells to
earn its wings, at least one CGW editorial
curmudgeon still prefers the jazzy night life in
Pottersville to the warmth of Bedford Falls.
IBM CD-ROM ($79.95). Circle Reader
Service #12.
Microsoft Corporation
One Microsoft Way
Redmond, WA 98052-6399
(206) 882-8080
MICROSOFT NEW YORK and MI-
CROSOFT PARIS: It’s only been a short
lime since Microsoft took off with Flight
Sirnulntor 5-0. Now with a couple of new
add-ons, pilots everywhere can strap them-
selves in and take an aerial tour of two of the
world’s most interesting and renowned cities:
New York and Paris. Botli of these new scen-
ery packs offer the latest in photo-realistic
detail, adding a much needed touch of life.
While over Paris, you can .soar above the FlifTel
l ower or the Louvre, and test your skills as
you maneuver through the pinnacles of the
French skyline. In New York, you am circle
the Statue of Liberty or swoop in low over
Central Park. As you dive between the can-
yons of towering sky.scrapcrs, keep an eye on
the streets below. There you’ll see the tiny
yellow taxis cruising in .search of their fares.
Requires Microsofi Flight Simulator 5-0. IBM
($39.95 each). Circle Reader Service #13.
QQP, Inc.
1046 River Ave.
Flemington, NJ 08822
(908) 788-2799
dd lE RED CRYS'FAL: 'Phis arcade strategy
can be summed up as Gauntlet gone amuck.
In a good-sized world inhabited by many
towns and aistles, a player’s fimtasy character
will travel from encounter to encounter to
defeat the ubiquitous UBG (ultimate bad
guy) and, in the procc.ss, learn the seven se-
crets of life. Although players am interact
with others in towns and dungeons, it is in tlie
latter where the arcade combat takes place,
and one must use cowardly hit and run tactics
to excess in order to develop their characters
early on. While modem play is supported,
many have reported difficulty making con-
nections via the game’s software. Other com-
munication programs, however, can be used.
IBM ($59.95). Circle Reader Service #14.
Sierra On-Line, Inc.
P.O. Box 485
Coarsegold, CA 93614
(800) 757-7707
QUEST FOR GLORY: SHADOWS OF
DARKNESS: 'Fhe latest installment in tlie
award winning Quest for Glory series by Lori
and Corey Cole, Shadoius of Darkness takes
our fighter/mage/thief to a mythical I ran.syl-
vanian valley in an unusual blend of the ad-
venture and role-playing genres. Prior to their
final encounter with the Dark One himseli,
you will have to face a land fraught with the
undead, wraiths, vampires and grotesque
monsters. Of course, your success in Shadows
ofDarkness'NxW depend primarily on how well
you can fight, conjure or steal your way to the
game’s conclusion. Improved features in this
new Sierra title include a refined icon bar with
more available options and an upgraded ar-
cade combat system. As before, you am begin
anew or import your hero from previous
Quest for Glory titles. 4 hree skill levels allow
for basic customiztition to provide just the
right blend of araide elements and puzzle
The Red Crystal
Quest For Glory: Sliarlows of Darkness
It's A Wonderful l.ifc CD-ROM
Microsoft New York and Microsoft Paris
PdUe I7H
Conipuier Gamiiifi WorUl
"totally engaging
throughout
-Computer Gaming
World
"a definite must
for Mac gamers'
• Dragon Magazine
PAX IMPERIA.. lets you live like a
King and play like an Emperor!
Available now at your nearest
dealer or call 800-769-2768.
CompuServe, CO: GAMEPUBC
Visa, Mastercard, check or v.
money orders accepted, ^thona
Changeling Software, Inc
596 Bm Street
Windsor Locks, CT 06096
Imperial Stardate 2407 ...
Melina Pariknova Lands The
Fleet In The Vega System.
LET THERE BE PAX!
Play PAX IMPERIA, the strategic, multi-player simulation
of intergalactic empire building. DOS, Mac and network
versions available, along with full color posters
of this Great Moment From The Future.
'^Bbb i\ v' '
HHn
solving, while audio and graphics are of tradi-
tional Sierra quality. Offering a unique mix of
dark mystery and light humor, Shadows of
Darknesses another award winning adventure.
IBM ($69.95). Circle Reader Service #1 5.
Spectrum HoloBytc
2490 Mariner Square Loop
Alameda, CA
(510) 522-1164
HORNET; NAVAL STRIKE FIGEri'ER:
Flying against tho.se MiG-29s^QX. you down?
Reinforcement for Falcon 3.0 fans is on the
way in the form of the F/A-18 Hornet, every-
one’s favorite carrier-based strike fighter.
Flight sim fanatics will thrill to this craft’s
ability to make tight turns at high speed.
Sleek, beautiful and deadly, the Hornet sports
Flughes AN/APG-65 multimode radar, with
which to more effectively target its comple-
ment of Maverick missiles. A real challenge is
the trial of landing this high-tech, expensive
aircraft on a moving carrier. If you survive the
landing, your next mission could take you to
Bosnia, Israel, or any of five other theatres,
where you can fly via network with your
compatriots against those dreaded MiGs.
Quite stunning for those whose systeiTi.s —
both human and computer — can handle it.
Requires Falcon 3. Oor the stand-alone version
of MiG-29. IBM ($48.00). Circle Reader
Service #16.
TAC Enterprises
422 210th Ave. N.E.
Redmond, WA 98053
(206) 868-6150
GALAXY TREK: The zero-gravity action
of Asteroids combines with features from the
early Trek games to create this strategic sci-
ence fiction shooter. The player takes com-
mand of a supership on a mission to blast the
alien hordes threatening the galaxy. Not only
must you cleverly probe sectors and blast tiny
spaceships, but you must also acquire comets
and space pods that will provide the materials
for continued existence and full operating
capacity. Choosing between three weapons
types, using the tractor beam, .switching
power between engines and shields, and so
forth, are the strategic options of which this
simplistic game is made. IBM ($34.00). Cir-
cle Reader Service #17.
Villa Crespo Software, Inc.
1725 McGovern St.
Highland Park, IL 60035
(708) 433-0500
CASINO GAMBLliR KIT; I'his “shovel-
ware” collection combines five of Villa Cre-
spo’s games into a single collection. Included
arc Dr. Wong’s Jacks+ Video Poker (an excel-
lent little program for students and addicts of
rlicgame). Dr. I'borp’s Mini-Blacl^acki'Agtiin.,
Hornet: Naval Strike Fighter
Casino Gambler Kit
Xplora 1 : Peter Gabriel's Secret World
Sound Effects Playhouse
another fine learning tool), Ruckus Roulette,
Ruckus Poker (for less serious, more ruckus
games, complete with rudimentary player
personalities), and Casino Cm/>r(aquick-and-
dirty foray that covers all the basics and then
some). Nothing new has been added to the
games, but many dollars have been subtracted
from their individual retail prices. IBM
($49.95). Circle Reader Service #18.
Interplay Productions, Inc.
17922 Fitch Ave.
Irvine, CA 92714
(714) 553-6655
XPLORA I: PETER GABRIEL’S SE-
CRITF WORLD: From his early days with
the art-rock group Genesis, Peter Gabriel has
been nothing but innovative. Musically, he
draws from every influence imaginable, and
his music videos defy all traditions with their
originality and depth. No surprise then, that
Gabriel comes up with a multimedia presen-
tation of his work, focusing on his latest al-
bum, Us. Nearly two hours of video footage
and 30 minutes of audio combine with more
than 100 still images, allowing you to search
through the making of Us, the filming of the
Kiss That Frog v\dco, or sample music of 40
different artists from around the world. While
viewing artwork, videos or backstage shots at
the Grammy’s might be interesting, explorers
will have the most Fun remixing their own
Peter Gabriel music videos and joining in on
jam sessions. Multimedia is a much abused
term, but this beautiful work deserves the
title. Macintosh CD-ROM ($44.99). Circle
Reader Service #19-
Waite Group Press
200 Tamal Plaza
Corte Madera, CA 94925
(800) 368-9369
SOUND EFFECTS PLAYHOUSE: From
those productive folks at Waite Group comes
another entertaining book/disk combo for the
DOS or Windows user. With Sound Effects
Playhouse, you can create, edit and play
sounds on your PC, plus assign sounds to
events such as switching drives, scrolling the
screen, and changing directories. In addition,
you can instruct your computer to execute
DOS commands at the sound of your voice
or direct the action of voice-activated games
(microphone not included). Among the many
shareware and freeware programs provided on
the two supplied 3.5 " floppy disks are
QSound samples that exhibit multi-dimen-
sional .sound effects and several sound editors.
Anyone with an car to hear more about WAV,
VOC, IBK, MID, and MOD files, and how
to edit them, should tunc in to Sound Effects
Playhouse. A Sound Blaster compatible sound
card is required. IBM ($24.95). Circle Reader
Service #20. cgw
Pa^e /80
Compuler Gaminfi World
I
rile games in Computer Gaming Worlds Hal! oF Fame have been highly rated by our
readers over time. They have been rated for their impact on the computer gaming hobby
during their peak period of influence and acceptaitce by our readership. Note that the dates
listed for each game are the copyright dates and may precede the actual release dates.
Specific formats listed are those which CGW has in its possession.
The Bard’s Tale (Electronic Arts, 1985)
Many Formats
Chessmaster (The Sojtivare Toolworks, 1986)
Many Formats
Civilization (MicroProse, Inc., 1991)
Amiga, IBM, Macintosh
Dungeon Master (FTL Software, 1987)
Amiga, Atari ST, IBM
Earl Weaver Baseball (Electronic Arts, 1986)
Amiga, IBM, Macintosh
Empire (Interstel, 1978)
Amiga, Atari ST, C-64, IBM
F-19 Stealth Fighter (MicroProse, hic., 1988)
IBM
Gettysburg: The Turning Point (Strategic Simulations, luc., 1986)
Amiga, Apple, C-64. IBM
Gunship (MicroProse, Inc., 1989)
Amiga, C-64, IBM
Hatpoon (Three-Sixty Pacific, 1989)
Amiga, IBM, Macintosh
Kampfgruppe (Strategic Simulations, Inc., 1985)
Many Formats
King’s Quest V (Sierra On-Line, Inc., 1990)
Amiga, IBM, Macintosh
M-1 Tank Platoon (MicroProse, Inc., 1989)
Amiga, IBM
Mech Brigade (Strategic Simulations, Inc., 1985)
Many Formats
Might & Magic (New World Computing, 1986)
Amiga, Apple, C-64, IBM, Macintosh
M.U.L.E. (Electronic Arts, 1983)
Atari 8-bit, C-64
Pirates (MicroProse. Inc., 1987)
Many Formats
Railroad Tycoon (MicroProse, Inc., 1990)
Amiga, IBM, Macintosh
Red Baron (Dynatnix 1990)
Amiga, IBM, Macintosh
SirnCity (Maxis, 1987)
Many Formats
Statfight (Electronic Arts, 1986)
Amiga, C-64, IBM, Mac, Sega
The Secret of Monkey Island (LncasArts Entertainment Company, 1990)
Many Formats
Their Finest Hour (LncasArts Entertainment Company, 1989)
Amiga, Atari ST, IBM
Ultima III (Origin Systems, Inc., 1983)
Amiga, Apple, Atari ST, C-64, IBM
Ultima IV (Origin Systems, Inc., 1985)
Amiga, Apple, Atari ST, IBM
Ultima VI (Origin Systems, Inc., 1990)
C64. IBM ■
War in Russia (Strategic Simulations, Inc., 1984)
Apple
Wasteland (Interplay Productions, Inc., 1986)
Apple, C-64, IBM
Wing Commander (Origin Systetns, Inc., 1991)
Amiga, IBM, Sega
Wizardry (Sir-Tech Software, 1981)
Many Formats
Zork (Infocom, 1981)
Many Formats
Ultima IV
Origin Systems, Inc., 1985
Amiga, Apple, Atari ST, IBM
"flic world of ClRPCls vv.is rcvolucionized by
both the chiiracter-generation sy.steni in
Ultima IV and the concept of Avatar-
hood. From the time players responded
to the ethical choices depicted in the
introductory sequence to the time they
had completed the quest, personal
accountability played a major role in
either the successful completion or fail-
ure of the game. For the first time, ethics
had become a significant part of a com-
puter game, and non-player characters
reacted to players on the basis of their
reputation rather than merely respond-
ing to their immediate actions.
Ultima VI
Origin Systems, Inc., 1990
Amiga, IBM
n
UltiipaM
With this release. Lord British
brought defined objects and realistic
world models into the realm of the
CRPG. The moral lesson in the stoiy
was related to the idea of avoiding
racial prejudice, and the game regular-
ly placed the player’s character into
situations where he/she would have to
grapple with the forces which lend
themselves to reinforcing prejudice.
Along with the new look and the six-
button interface, Ultima V! showed
that Lord British was nowhere near
finished with the world oFBritannia.
March 1^94
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The Computer Gaming World Poll
PC Research
Hits List
□f Tap-Seiiing Software
1 November, 1993]
PC Games (MS-DOSAVindows)
•’I'itie and iiource |
Microsoft I'iighi Simulator 5.0 (Microsoft Corporation)
X-Wing: B'Wing (Luca-sArts Entertainment)
Aces Over Europe (Sierra On-Line, Inc.)
Star Wars Rebel Assault (LuaisArrs Entertainment)
Links: Pebble Beach (Access .Software, Inc.)
Leisure Suit Larry VI (Sierra On-Line, Inc.)
The 7th Guest (Virgin Interactive Entertainment)
Privateer (Origin Systems, Inc.)
Front Page Sports Football Pro (Sierra On-Line, Inc.)
X-Wing (LucasArts Entertainment)
Microsoft Arcade (Microsoft Corporation)
SimCit}' (Maxis Software)
Street Fighter II (Hi Tech Expression,s)
Master of Orion (MicroProse, Inc.)
Wolfenstein 3D/Spear of Destiny (Formgen)
Terminator: Rampage (Bethesda Softwarks)
Indy Car Racing (Virgin Interactive Entertainment)
Links 386 Pro (Access Software. Inc.)
Tile Blue & The Gray (Impre.s.sions)
Chessmaster 4000 ('Fiie Software ‘Foolworks)
3.
4.
5.
6 .
7.
8 .
9.
10 .
1 ).
12 .
1.3.
14.
15.
16.
17 .
18.
19.
20 .
Rank
1 .
Rank
1 .
2 .
3.
4.
5.
Rank
Title and Sour^^^^ ^
Overlord (Virgin Interactive Enrcrtainment)
Hoyle’s Book of Games (Sierra On-Line. Inc.)
John Madden Football (Electronic Arts)
Operation Combat (Merit Software)
Populous II (Electronic Am)=
Title and Source
SimCity 2000 (Maxis Software)
Chessmaster 3000 O'hc Software I'oolwork-s)
Mysc (Broderhund Software, Inc.)
SimCity (Maxis Softw'are)
Star Trek: 25th Anniversary (Inicrphtv Productions, Inc.)
Tide and Source
Star Wars Rebel A.ssault (LucasArrs Entertainment)
The 7tli Gtiest (Virgin Intenictive Entertaimnenc)
Microsoft Encarta (Microsoft Corporation)
Iron Helix (Spectrum HoloByte, Inc.)
King’s Quesr VI (Sierra On-Line, Inc.)
Return to Zork (Aedvision)
Dracula Unleashed (Viacom New Media)
IlOMaterlal (Moon Valley)
MPC Wizard (Aris Enteriainmcnr)
Mad Dog McCrce (Atnerican La.scr Games)
What You’ve Been
Playing Lately
Every month our mailbox bulges with hundreds of Reader Input Cards
from our most ioj-al and outspoken readers. Over rhe years wc’vc found
these cards u) be an invaluable .source of feedback. Within 1 0 days of
releasing our latest issue we can expect to see cards pouring in with siig-
gc.stions, encouragcment.s, tirades and many good laughs, in addition to
the data for our Top 109 poll. Through your efforts, wc know exactly
where we stand with our readers (you don't mince words!), and we are
treated to well-articulated opinions on anything and everything related
to gaming. This column is a forum for these responses and for the
results of our “Playing laucly?” query on the Re.'ider Input Card. '
Thanks for raking the time to fill them our.. .keep 'em coming!
Playing Lately? Results For CGW #114,
" ■■■■■ ■ January 1994
WIT
rose, IticM
1 . Master of Orion (MicroPr
2. Doom (id Software)
3. Privateer (Origin Systems, Inc.)
4. X-Wing (LucasArts Entertainment)
5- From Page Sports Football Pro (Dynamix. Inc.)
6. Aces Over Europe (Dynamix, Inc.)
7. Warlords II (Strategic Studies Group)
8. Betrayal ar Krondor (Dynamix, Inc.)
9. Civilization (MicroProse, Inc.)
10. Dungeon Hack (Strategic Simulation, Inc,)
Christmas The Whole Year Round
Thougii we've published the results of our Computer Gaming Carol
contest in ihe previous issue, many more entries have poured in since.
Here are a few of the late comers that deserve honorary mention.
(siifig lo the tunc of Here Comes Santa Claus)
Here comes l^cntiuin, Here comes Pentium,
Right down Intel lane,
I just bought a 486
and man I'm feeling lame.
VL-Bus. CD-ROM
Oh what confu-sing terms.
I don’t know what 1 'm to do ‘cuz
my Ma.stercard’s maxed tonight.
Bill Scholl nmaker, Salisbury, NC
(sung to the tune of Jingle Bells)
Da.shmg through the air,
In Falcon 3.0
O’er the targets 1 go,
Strafing all the way.
(Blam, Blam, Blam!)
On my tail are SAXls,
Making my flares bright.
Oh!, What fun it is to .shoot down Mig's,
Nearly cveiy night.
(sung to the time of [ingle Bells)
Wliisrles & Bells. Whistles & Bells
Graphics rule the day.
Comjmter games take 30 megs
bm gameplay’s gone away.
Whistles & Bells, Wliistlcs & Bells
can be such a strain,
I can’t play my fiivorirc game
for fear ) must upgrade.
Christopher Laws, Tulsa, OK
1 Mosbarger, Sacramento. CA
Cowpuicr World
C omputer game programs have grown so massive and the number of
possible configurations has become so huge that incompatibilities
and glitches seem to be breeding at an exponential rate. Consumers
and publishers are both frustrated at the need for adding patches into
“buggy” programs, but they seem to be an interim solution that is going to
be with the hobby for a while (presumably, until a standard platform con-
figuration is agreed upon). So, until the golden age of standardized plat-
forms and bug-free programs. Computer Gaming World vj'iW publish a regu-
lar list of the latest updates of which we are aware.
These patches can usually be downloaded from most major networks
(e.g., CompuServe or GEnie), but can also be obtained from individual
software publisher’s own BBSs or direct from die publisher with proof of
purchase. We continue to urge publishers to keep us updated on the lat&st
versions/patches to their games.
('**’ indicates new file,s)
Blue And The Gray Update Vl.OI Update: With this patch, poor quality
units will now rout at 15% rather than 10%, transporting troops will not
“pop” back into a train or ship, and the Al will now be tougher and quick-
er in battle. 10/23/93
Clash of Steel VI. 1 Update: Fixes a number of small bugs. 11/18/93
** Companions of Xanth VI. 1.0 Upgrade: Corrects graphic corruption
problems associated with Microsoft (V8.2+) and Logitech (V6.13) mouse
drivers. 12/23/93
** Conquered Kingdoms Update: Fixes some save game problems that
have been reported. 12/22/93
** CyberRace CD-ROM VI. 1 Upgrade: Lowers the base memory require-
ments and fixes the save game problems with the CD version. 1/06/94
Darksun Vl.lUpdate: Fixes problems with Wave Blaster and Sound
Blaster + lAPC/SCCl . Eliminates the crash that may occur after the final
batde, and random crashes when changing regions. 10/26/93
Empire Deluxe V3.11a Upgrade: Updates Version 3.11 to Version 3.1 la.
Corrects a number of minor bugs and extends the sound card support.
12/02/93
Even More Incredible Machine Windows Patch: Correas several prob-
lems including these specific errors: “You cannot run more than one copy
of this program” error message when in 256-coIor mode, and “RunTime
Error Stack Overflow” error me.ssage when Windows MIDI Mapper is not
configured correedy. 10/19/93
Fantasy Empires VI. 1 Update: Fixes the Multiplying Siege Engine Bug,
the Disappearing Hero Bug, and eliminates most random crashes.
11/25/93
•• Gabriel Knight Floppy Vi. OA Patch: Corrects various memory alloca-
don and “fatal-” errors that some players have encountered. 12/16/93
IndyCar Racing VI. 02 Update: Fixes random crashes/hangs and low
memory problems. 11/25/93
IGsparov’s Gambit Version 1.1: In addition to restoring the chess engine
to the full strength of the original 32-bit Socrates II program, this patch
also improves driver setups, low-memory detection, time controls, ratings
and much more. 12/3/93
Leisure Suit Larry 6 Update: Fixes the “Oops errors” that occur while
playing. Also contains the bonus sound effects for 8-bit sound cards.
11/24/93
•* Lucky’s Casino Adventure Update: Enables the program to recognize
most VESA drivers, and allows the users to set the IRQ and Base address
for any sound card. 12/30/93
** Master of Orion VI. 3 Upgrade: This patch features tougher oppo-
nents, adjusted play balance, and legions of minor combat tweaks. 1 /06/94
** Merchant Prince Update: Corrects some minor bugs in QQP’s latest.
12/29/93
** NFL Coaches Club Football V2.0 Update: Corrects some rare prob-
lems, improves the Al, and adds some new features. 12/14/93
Omar Sharif on Bridge Upgrade (IBM/Windows): The latest version of
Interplay’s bridge game for Windows. 9/03/93
** Police Quest 4 Patch: Corrects various memory allocation errors and
lockups that some players are encountering. 12/16/93
** Quest For Glory 4 Patch: Corrects various memory allocation errors
and lockups that some player have been encountering. 12/16/93
Railroad Tycoon Deluxe Version 2: Fixes a few problems and adds some
features. 11/23/93
** Rebel Assault VI. 4 Upgrade: Fixes joystick control and calibration
problems, as well as some random lock-ups. 12/16/93
Rules of Engagement 2 VI. 05 to 1.06 Update: Patch for those having
problems running the game with a Viper graphics cards. 10/09/93
Rules of Engagement 2 VI. 07 Update (Amiga): Update to the Amiga ver-
sion of Impre-s'sion’s game. 12/02/93
Solitaire’s Journey For Windows Patch: Corrects minor bugs in the
Windows version ofSJ. 11/11/93
Tornado 1.0 to 1.0c Upgrade: An update for the US version of the game.
10/29/93
War In Russia 1.1 Upgrade: Fixes three bugs and adds an enhancement.
10/04/93
Warlords Version 1.1.5 Update (Macintosh): Updates any version of
Warlords Mac to VI. 1.5. 10/09/93
Warlords II cl.02 to vl.02a Update; Fixes a bug with certain VGA cards
(Diamond) and updates a few sound drivers, includingPAS 16. 10/26/93
** World of Xecn CD-ROM Patch: Fixes the problems with switching
CDs and with the boat ride into Rivcrcity. 1/03/94
WW2: Batdes of the South Pacific: Corrects a problem with the ranking
system. 9/21/93
The PRODIGY Weekly Top Ten
Computer Gaming World \s Prodigy's on-line games expert. Look for
us in their Game Center, a forum where users read articles posted on-
line by CGW and exchange messages on the bulletin boards (we can
be reached there at EXPT40B). The Prodigy Game Poll is run by
Prodigy based on a list of games provided by CGW and is updated
weekly. Note that it is not a cumulative rating over time (like the
CGWTop 100 Poll). Instead, the Prodigy Game Poll is a weekly
"Snapshot" of game popularity with gamers rating their favorites on a
1-10 scale. The highest total point earners make their Top 10. We
provide this data to our readers as another barometer of "what's hot”
in computer gaming.
FREE UPGRHDE!
f’KUJJlUY Software for Llindows liooM
g Menu Jua pjPalli'li-Z] Xrefi Co ptirTools; ?l Ixil
March 1993
Page 185
The Rumor Bag
O n that night, there was literally
thunder in paradise. I know that’s
the name of an upcoming Software
Toolworks game, Hulk Hogan’s Thunder In
Paradise, named after the television series, but
die wind was at gale force and the rain was
pouring as I reached the harbor. Indeed, the
weather was so rough that the ship missed its
mooring twice before we could finally dock
safely.
I reached die telephone at the end of the
pier and called for a taxi. I waited and waited,
expecting that the hack would be there in a
moment or two. None came. The crowd of
passengers began to dissipate as private cars
picked up the other passengers, until only a
beautiful blonde and I were left.
The blonde su^ested that we huddle to-
gether for warmth and I had no objection
whatsoever to that. I adjusted my trench coat
around both of us and breathed deeply, in-
toxicated by the floral scent of her hair. Then,
for a moment, I was excited as I felt her icy
fingers exploring the buttons of my shirt.
Unfortunately, it turned out that she was
more interested in sliding some papers into
my shirt than in removing my shirt from my
body. Strains of “As Time Goes By” began to
play in my head and I began to feel more like
a character in Activision’s recently signed
William Colby’s Covert Action than the dirty
old journalist most knew me to be.
It turned out that diose papers were pretty
interesting, too. When I reached my hotel
room, I pulled them out (sniffing the remain-
der of my informant’s perfume) and looked
at them. They were specifications for the two
by Liam Thomas O'Riley
game machines to be published by Sega and
Sony. One paper said that the Sega Saturn
was going to feature Hitachi’s SH7032 32-bit
RISC chip running at 27Mhz, along with
special chips to handle sprites, polygons, and
texture-mapping. The Saturn is supposed to
have 3 MB of RAM, as well as a 4 MB cache
on the quadruple-speed CD-ROM drive. It
will also display more than 16,000 colors,
handle 24 million pixels per frame of anima-
tion, and offer MPEG video as an option.
The machine will release in Japan before the
end of the year and is expected to retail for
somewhere between $250-300.
The second paper said that the Sony PS-X
will feature an R3000A 32-bit RISC chip
running at 33Mh7., along with custom chips
to handle sprites, polygons, and texture-map-
ping. The custom chips will reputedly handle
1.5 million ordinary polygons per second and
500,000 texture-mapped and light-sourced
polygons per second. Like the Sega machine,
the PS-X will display more than 1 6,000 col-
ors, but it will offer 5 MB of RAM and
built-in JPEG and MPEG digital compres-
sion schemes. It should be relea.sed in Japan
before the end of this year and will retail for
less than $400. There was even a scribbled
rumor that the CD for the PlayStation may
be compatible with Philips’ CD-I .system.
It turned out that my lovely informant
wasn’t willing to give me all of that informa-
tion for nothing, however. She had scribbled
a note at the bottom of one sheet of paper to
meet her at Davy Byrne’s Pub. There, where
James Joyce had spent many a drunken night,
this woman who looked every bit as beautiful
as Bloom thought Molly to be, asked for the
information she wanted. “Ooh, Liam, tell me
about Battles in Time."
Well, I knew it wasn’t a military secret, but
Battles in Time is still in the pre-programming
play test stage at QQP. It is a game of move,
bluff and counterbluff that makes armchair
generals perspire more than British under-
cover agent.s at a Sinn Fein rally. QQP’s goal
is to create a playable campaign game whctc
everything, including small tactical battles,
can be played within an hour. "Lhe fiction
behind the game is that the action is initiated
in a poverty-stricken future earth which has
been conquered by aliens. The gamer has to
go back into different eras via a time machine
in order to learn the various tactics/stratcgics
of battles. The first set of games will feature
tactics from World War II, the prehistoric
era, World War I, and the Roman Empire.
QQP has been playtesting the concept in a
paper game format for over a year and a half.
She was thrilled with the concept, even to
the point of hoping that the game would be
successful enough for a second set of games
covering medieval tactics from Europe and
Japan, modern tactics, and those from the
American Civil War. Then, her mood turned
.serious. “I suppose you’ve heard about The
Trial" I was concerned. Which friend in the
Sinn Pein movement had been arrested? See-
ing my worry, she grasped my hand and said,
“It’s a game, silly, from Broderbund. The
player can take on the role of judge, prosecu-
tor or defender as they experience a multime-
dia courtroom experience in the United
States.”
So much for the luck of the Irish, though.
No sooner had she calmed my fears than a
huge specimen of a man entered the pub,
grabbed a mug of stout and began to ap-
proach our table. He hardened his jaw like
one of those oversized faces in a Terry Gilliam
animation and began to mouth indecipher-
able platitudes and axioms, d'hen, before I
could ask for clarification, he poured the
stout directly into my lap. 1 felt like the victim
in a John Cleese sketch and watched in dis-
appointment as he escorted my lovely source
to the door. “All right,” I said, mingling my
natural brogue with my best Cleese impres-
sion, “I guess wc won’t be talking about 7th
Level’s game based on Monty Python r Flying
Circus. And I won’t tell you Terry Gilliam is
working on it, either!”
At least, the folks in the pub were amused
by my impression. Lhcn, again, maybe it was
the condition of my pants, chw
Computer Gaming World (ISSN 0744-6667) is published monthly by ZifF-Davis Publishing Company, a division of ZifF Communications Co., 130 Chaparral Ct., Suite
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Computer Gaming World, P.O. Box 57167, Boulder, CO 80322.
Pa^e 186
Computer Gamhifi World
It is vacation time . . . you can sit at
home watching the grass grow or
enter our world . . . LUCKY’S
CASINO ADVENTURE. This could .
just be your lucky break. Everyone
can "win”, but only the best can hold
out for the full three weeks. Travel
between the many casinos, have a
bite to eat and rest in the hotels.
Nothing has been left out in this state
of the art experience of a lifetime.
• Games Included: 5 Different Pokers, 8 Different
Slots (all completely different), Palgow, Bingo,
Keno, Baccarat, 3 Different Video Pokers, Money
Wheel, Blackjack, Casino, Craps, Red Dog,
Roulette, Caribbean Stud (ALL REAL CASINO
QUALITY)
e Supports All Major Sound Cards
• 256 Spectacular Colors
• Tournament Play
• Scoring History
e 640X400VESAVBE 1.2 Compatible
e Three Week Adventures to experience
The Lucky s Casino Adventure
computer game is for IBM PC. It can be
obtained through your favorite retailer or
call:
1-908-788-2799
or by writing to:
QQP-495 Highway 202
Flemington, NJ 08822
Copyright 1993 Q.Q.P. All rights
reserved. IBM is a trademark of
International Business Machines.
Circle Reader Service #104
PACIIK
In Pocific Strike, you cruise into all mojor battles of the Pacific
theotre - Pearl Harbor, The Coral Seo, Mitlwoy, Guodalcanal, the
Solomon Islands, the Marianas, Leyte Gulf, Iwo Jimn and Okinawa.
Now you con change the outcome of each battle and the entire
war through your own successes and failures. Can you force an end
to the wot before the bomb is dropped on Hiroshima?
o Fly the Wildcat, Corsair, Hellcat, Devastator,
Dauntless, Avenger and Helldiver, enjoying the astound-
ing realism of their fully instrumented cockpits. You'll do more
than practice! .
o Hone your skills os you face relentless enemy pilots in Zeros,
Koles, Vais, Bakas, Betties ond more - so graphically
detailed that you con even see enemy pilots ond insignia.
o Prove those skills in o stunning variety of missions - grueling
dogfights over the Pacific, dive-bombing runs against cotriets
and warships (including the Yamato!) and challenging rocket
attacks on pillboxes, airfields and other ground installations.
©Copyright 1 993, ORIGIN Sytlems, Inc. Pacific Strike is a Irodemark of ORIGIN Systems, Inc Origin and We creole worlds ace registered trademarks of ORIGIN Systems, Inc. Electronic Arts is a registered trademark of Electronic Arts.
Available at a software retailer near you or call 1-800-245-4525 for MC/Visa/Dis(over orders. • Actual screens moy vary. • A Stand-Alone Game • Mode in the USA
Circle Reader Service #99